--- /dev/null
--- /dev/null
++/*! Hammer.JS - v2.0.7 - 2016-04-22
++ * http://hammerjs.github.io/
++ *
++ * Copyright (c) 2016 Jorik Tangelder;
++ * Licensed under the MIT license */
++(function(window, document, exportName, undefined) {
++ 'use strict';
++
++var VENDOR_PREFIXES = ['', 'webkit', 'Moz', 'MS', 'ms', 'o'];
++var TEST_ELEMENT = document.createElement('div');
++
++var TYPE_FUNCTION = 'function';
++
++var round = Math.round;
++var abs = Math.abs;
++var now = Date.now;
++
++/**
++ * set a timeout with a given scope
++ * @param {Function} fn
++ * @param {Number} timeout
++ * @param {Object} context
++ * @returns {number}
++ */
++function setTimeoutContext(fn, timeout, context) {
++ return setTimeout(bindFn(fn, context), timeout);
++}
++
++/**
++ * if the argument is an array, we want to execute the fn on each entry
++ * if it aint an array we don't want to do a thing.
++ * this is used by all the methods that accept a single and array argument.
++ * @param {*|Array} arg
++ * @param {String} fn
++ * @param {Object} [context]
++ * @returns {Boolean}
++ */
++function invokeArrayArg(arg, fn, context) {
++ if (Array.isArray(arg)) {
++ each(arg, context[fn], context);
++ return true;
++ }
++ return false;
++}
++
++/**
++ * walk objects and arrays
++ * @param {Object} obj
++ * @param {Function} iterator
++ * @param {Object} context
++ */
++function each(obj, iterator, context) {
++ var i;
++
++ if (!obj) {
++ return;
++ }
++
++ if (obj.forEach) {
++ obj.forEach(iterator, context);
++ } else if (obj.length !== undefined) {
++ i = 0;
++ while (i < obj.length) {
++ iterator.call(context, obj[i], i, obj);
++ i++;
++ }
++ } else {
++ for (i in obj) {
++ obj.hasOwnProperty(i) && iterator.call(context, obj[i], i, obj);
++ }
++ }
++}
++
++/**
++ * wrap a method with a deprecation warning and stack trace
++ * @param {Function} method
++ * @param {String} name
++ * @param {String} message
++ * @returns {Function} A new function wrapping the supplied method.
++ */
++function deprecate(method, name, message) {
++ var deprecationMessage = 'DEPRECATED METHOD: ' + name + '\n' + message + ' AT \n';
++ return function() {
++ var e = new Error('get-stack-trace');
++ var stack = e && e.stack ? e.stack.replace(/^[^\(]+?[\n$]/gm, '')
++ .replace(/^\s+at\s+/gm, '')
++ .replace(/^Object.<anonymous>\s*\(/gm, '{anonymous}()@') : 'Unknown Stack Trace';
++
++ var log = window.console && (window.console.warn || window.console.log);
++ if (log) {
++ log.call(window.console, deprecationMessage, stack);
++ }
++ return method.apply(this, arguments);
++ };
++}
++
++/**
++ * extend object.
++ * means that properties in dest will be overwritten by the ones in src.
++ * @param {Object} target
++ * @param {...Object} objects_to_assign
++ * @returns {Object} target
++ */
++var assign;
++if (typeof Object.assign !== 'function') {
++ assign = function assign(target) {
++ if (target === undefined || target === null) {
++ throw new TypeError('Cannot convert undefined or null to object');
++ }
++
++ var output = Object(target);
++ for (var index = 1; index < arguments.length; index++) {
++ var source = arguments[index];
++ if (source !== undefined && source !== null) {
++ for (var nextKey in source) {
++ if (source.hasOwnProperty(nextKey)) {
++ output[nextKey] = source[nextKey];
++ }
++ }
++ }
++ }
++ return output;
++ };
++} else {
++ assign = Object.assign;
++}
++
++/**
++ * extend object.
++ * means that properties in dest will be overwritten by the ones in src.
++ * @param {Object} dest
++ * @param {Object} src
++ * @param {Boolean} [merge=false]
++ * @returns {Object} dest
++ */
++var extend = deprecate(function extend(dest, src, merge) {
++ var keys = Object.keys(src);
++ var i = 0;
++ while (i < keys.length) {
++ if (!merge || (merge && dest[keys[i]] === undefined)) {
++ dest[keys[i]] = src[keys[i]];
++ }
++ i++;
++ }
++ return dest;
++}, 'extend', 'Use `assign`.');
++
++/**
++ * merge the values from src in the dest.
++ * means that properties that exist in dest will not be overwritten by src
++ * @param {Object} dest
++ * @param {Object} src
++ * @returns {Object} dest
++ */
++var merge = deprecate(function merge(dest, src) {
++ return extend(dest, src, true);
++}, 'merge', 'Use `assign`.');
++
++/**
++ * simple class inheritance
++ * @param {Function} child
++ * @param {Function} base
++ * @param {Object} [properties]
++ */
++function inherit(child, base, properties) {
++ var baseP = base.prototype,
++ childP;
++
++ childP = child.prototype = Object.create(baseP);
++ childP.constructor = child;
++ childP._super = baseP;
++
++ if (properties) {
++ assign(childP, properties);
++ }
++}
++
++/**
++ * simple function bind
++ * @param {Function} fn
++ * @param {Object} context
++ * @returns {Function}
++ */
++function bindFn(fn, context) {
++ return function boundFn() {
++ return fn.apply(context, arguments);
++ };
++}
++
++/**
++ * let a boolean value also be a function that must return a boolean
++ * this first item in args will be used as the context
++ * @param {Boolean|Function} val
++ * @param {Array} [args]
++ * @returns {Boolean}
++ */
++function boolOrFn(val, args) {
++ if (typeof val == TYPE_FUNCTION) {
++ return val.apply(args ? args[0] || undefined : undefined, args);
++ }
++ return val;
++}
++
++/**
++ * use the val2 when val1 is undefined
++ * @param {*} val1
++ * @param {*} val2
++ * @returns {*}
++ */
++function ifUndefined(val1, val2) {
++ return (val1 === undefined) ? val2 : val1;
++}
++
++/**
++ * addEventListener with multiple events at once
++ * @param {EventTarget} target
++ * @param {String} types
++ * @param {Function} handler
++ */
++function addEventListeners(target, types, handler) {
++ each(splitStr(types), function(type) {
++ target.addEventListener(type, handler, false);
++ });
++}
++
++/**
++ * removeEventListener with multiple events at once
++ * @param {EventTarget} target
++ * @param {String} types
++ * @param {Function} handler
++ */
++function removeEventListeners(target, types, handler) {
++ each(splitStr(types), function(type) {
++ target.removeEventListener(type, handler, false);
++ });
++}
++
++/**
++ * find if a node is in the given parent
++ * @method hasParent
++ * @param {HTMLElement} node
++ * @param {HTMLElement} parent
++ * @return {Boolean} found
++ */
++function hasParent(node, parent) {
++ while (node) {
++ if (node == parent) {
++ return true;
++ }
++ node = node.parentNode;
++ }
++ return false;
++}
++
++/**
++ * small indexOf wrapper
++ * @param {String} str
++ * @param {String} find
++ * @returns {Boolean} found
++ */
++function inStr(str, find) {
++ return str.indexOf(find) > -1;
++}
++
++/**
++ * split string on whitespace
++ * @param {String} str
++ * @returns {Array} words
++ */
++function splitStr(str) {
++ return str.trim().split(/\s+/g);
++}
++
++/**
++ * find if a array contains the object using indexOf or a simple polyFill
++ * @param {Array} src
++ * @param {String} find
++ * @param {String} [findByKey]
++ * @return {Boolean|Number} false when not found, or the index
++ */
++function inArray(src, find, findByKey) {
++ if (src.indexOf && !findByKey) {
++ return src.indexOf(find);
++ } else {
++ var i = 0;
++ while (i < src.length) {
++ if ((findByKey && src[i][findByKey] == find) || (!findByKey && src[i] === find)) {
++ return i;
++ }
++ i++;
++ }
++ return -1;
++ }
++}
++
++/**
++ * convert array-like objects to real arrays
++ * @param {Object} obj
++ * @returns {Array}
++ */
++function toArray(obj) {
++ return Array.prototype.slice.call(obj, 0);
++}
++
++/**
++ * unique array with objects based on a key (like 'id') or just by the array's value
++ * @param {Array} src [{id:1},{id:2},{id:1}]
++ * @param {String} [key]
++ * @param {Boolean} [sort=False]
++ * @returns {Array} [{id:1},{id:2}]
++ */
++function uniqueArray(src, key, sort) {
++ var results = [];
++ var values = [];
++ var i = 0;
++
++ while (i < src.length) {
++ var val = key ? src[i][key] : src[i];
++ if (inArray(values, val) < 0) {
++ results.push(src[i]);
++ }
++ values[i] = val;
++ i++;
++ }
++
++ if (sort) {
++ if (!key) {
++ results = results.sort();
++ } else {
++ results = results.sort(function sortUniqueArray(a, b) {
++ return a[key] > b[key];
++ });
++ }
++ }
++
++ return results;
++}
++
++/**
++ * get the prefixed property
++ * @param {Object} obj
++ * @param {String} property
++ * @returns {String|Undefined} prefixed
++ */
++function prefixed(obj, property) {
++ var prefix, prop;
++ var camelProp = property[0].toUpperCase() + property.slice(1);
++
++ var i = 0;
++ while (i < VENDOR_PREFIXES.length) {
++ prefix = VENDOR_PREFIXES[i];
++ prop = (prefix) ? prefix + camelProp : property;
++
++ if (prop in obj) {
++ return prop;
++ }
++ i++;
++ }
++ return undefined;
++}
++
++/**
++ * get a unique id
++ * @returns {number} uniqueId
++ */
++var _uniqueId = 1;
++function uniqueId() {
++ return _uniqueId++;
++}
++
++/**
++ * get the window object of an element
++ * @param {HTMLElement} element
++ * @returns {DocumentView|Window}
++ */
++function getWindowForElement(element) {
++ var doc = element.ownerDocument || element;
++ return (doc.defaultView || doc.parentWindow || window);
++}
++
++var MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i;
++
++var SUPPORT_TOUCH = ('ontouchstart' in window);
++var SUPPORT_POINTER_EVENTS = prefixed(window, 'PointerEvent') !== undefined;
++var SUPPORT_ONLY_TOUCH = SUPPORT_TOUCH && MOBILE_REGEX.test(navigator.userAgent);
++
++var INPUT_TYPE_TOUCH = 'touch';
++var INPUT_TYPE_PEN = 'pen';
++var INPUT_TYPE_MOUSE = 'mouse';
++var INPUT_TYPE_KINECT = 'kinect';
++
++var COMPUTE_INTERVAL = 25;
++
++var INPUT_START = 1;
++var INPUT_MOVE = 2;
++var INPUT_END = 4;
++var INPUT_CANCEL = 8;
++
++var DIRECTION_NONE = 1;
++var DIRECTION_LEFT = 2;
++var DIRECTION_RIGHT = 4;
++var DIRECTION_UP = 8;
++var DIRECTION_DOWN = 16;
++
++var DIRECTION_HORIZONTAL = DIRECTION_LEFT | DIRECTION_RIGHT;
++var DIRECTION_VERTICAL = DIRECTION_UP | DIRECTION_DOWN;
++var DIRECTION_ALL = DIRECTION_HORIZONTAL | DIRECTION_VERTICAL;
++
++var PROPS_XY = ['x', 'y'];
++var PROPS_CLIENT_XY = ['clientX', 'clientY'];
++
++/**
++ * create new input type manager
++ * @param {Manager} manager
++ * @param {Function} callback
++ * @returns {Input}
++ * @constructor
++ */
++function Input(manager, callback) {
++ var self = this;
++ this.manager = manager;
++ this.callback = callback;
++ this.element = manager.element;
++ this.target = manager.options.inputTarget;
++
++ // smaller wrapper around the handler, for the scope and the enabled state of the manager,
++ // so when disabled the input events are completely bypassed.
++ this.domHandler = function(ev) {
++ if (boolOrFn(manager.options.enable, [manager])) {
++ self.handler(ev);
++ }
++ };
++
++ this.init();
++
++}
++
++Input.prototype = {
++ /**
++ * should handle the inputEvent data and trigger the callback
++ * @virtual
++ */
++ handler: function() { },
++
++ /**
++ * bind the events
++ */
++ init: function() {
++ this.evEl && addEventListeners(this.element, this.evEl, this.domHandler);
++ this.evTarget && addEventListeners(this.target, this.evTarget, this.domHandler);
++ this.evWin && addEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
++ },
++
++ /**
++ * unbind the events
++ */
++ destroy: function() {
++ this.evEl && removeEventListeners(this.element, this.evEl, this.domHandler);
++ this.evTarget && removeEventListeners(this.target, this.evTarget, this.domHandler);
++ this.evWin && removeEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
++ }
++};
++
++/**
++ * create new input type manager
++ * called by the Manager constructor
++ * @param {Hammer} manager
++ * @returns {Input}
++ */
++function createInputInstance(manager) {
++ var Type;
++ var inputClass = manager.options.inputClass;
++
++ if (inputClass) {
++ Type = inputClass;
++ } else if (SUPPORT_POINTER_EVENTS) {
++ Type = PointerEventInput;
++ } else if (SUPPORT_ONLY_TOUCH) {
++ Type = TouchInput;
++ } else if (!SUPPORT_TOUCH) {
++ Type = MouseInput;
++ } else {
++ Type = TouchMouseInput;
++ }
++ return new (Type)(manager, inputHandler);
++}
++
++/**
++ * handle input events
++ * @param {Manager} manager
++ * @param {String} eventType
++ * @param {Object} input
++ */
++function inputHandler(manager, eventType, input) {
++ var pointersLen = input.pointers.length;
++ var changedPointersLen = input.changedPointers.length;
++ var isFirst = (eventType & INPUT_START && (pointersLen - changedPointersLen === 0));
++ var isFinal = (eventType & (INPUT_END | INPUT_CANCEL) && (pointersLen - changedPointersLen === 0));
++
++ input.isFirst = !!isFirst;
++ input.isFinal = !!isFinal;
++
++ if (isFirst) {
++ manager.session = {};
++ }
++
++ // source event is the normalized value of the domEvents
++ // like 'touchstart, mouseup, pointerdown'
++ input.eventType = eventType;
++
++ // compute scale, rotation etc
++ computeInputData(manager, input);
++
++ // emit secret event
++ manager.emit('hammer.input', input);
++
++ manager.recognize(input);
++ manager.session.prevInput = input;
++}
++
++/**
++ * extend the data with some usable properties like scale, rotate, velocity etc
++ * @param {Object} manager
++ * @param {Object} input
++ */
++function computeInputData(manager, input) {
++ var session = manager.session;
++ var pointers = input.pointers;
++ var pointersLength = pointers.length;
++
++ // store the first input to calculate the distance and direction
++ if (!session.firstInput) {
++ session.firstInput = simpleCloneInputData(input);
++ }
++
++ // to compute scale and rotation we need to store the multiple touches
++ if (pointersLength > 1 && !session.firstMultiple) {
++ session.firstMultiple = simpleCloneInputData(input);
++ } else if (pointersLength === 1) {
++ session.firstMultiple = false;
++ }
++
++ var firstInput = session.firstInput;
++ var firstMultiple = session.firstMultiple;
++ var offsetCenter = firstMultiple ? firstMultiple.center : firstInput.center;
++
++ var center = input.center = getCenter(pointers);
++ input.timeStamp = now();
++ input.deltaTime = input.timeStamp - firstInput.timeStamp;
++
++ input.angle = getAngle(offsetCenter, center);
++ input.distance = getDistance(offsetCenter, center);
++
++ computeDeltaXY(session, input);
++ input.offsetDirection = getDirection(input.deltaX, input.deltaY);
++
++ var overallVelocity = getVelocity(input.deltaTime, input.deltaX, input.deltaY);
++ input.overallVelocityX = overallVelocity.x;
++ input.overallVelocityY = overallVelocity.y;
++ input.overallVelocity = (abs(overallVelocity.x) > abs(overallVelocity.y)) ? overallVelocity.x : overallVelocity.y;
++
++ input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;
++ input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;
++
++ input.maxPointers = !session.prevInput ? input.pointers.length : ((input.pointers.length >
++ session.prevInput.maxPointers) ? input.pointers.length : session.prevInput.maxPointers);
++
++ computeIntervalInputData(session, input);
++
++ // find the correct target
++ var target = manager.element;
++ if (hasParent(input.srcEvent.target, target)) {
++ target = input.srcEvent.target;
++ }
++ input.target = target;
++}
++
++function computeDeltaXY(session, input) {
++ var center = input.center;
++ var offset = session.offsetDelta || {};
++ var prevDelta = session.prevDelta || {};
++ var prevInput = session.prevInput || {};
++
++ if (input.eventType === INPUT_START || prevInput.eventType === INPUT_END) {
++ prevDelta = session.prevDelta = {
++ x: prevInput.deltaX || 0,
++ y: prevInput.deltaY || 0
++ };
++
++ offset = session.offsetDelta = {
++ x: center.x,
++ y: center.y
++ };
++ }
++
++ input.deltaX = prevDelta.x + (center.x - offset.x);
++ input.deltaY = prevDelta.y + (center.y - offset.y);
++}
++
++/**
++ * velocity is calculated every x ms
++ * @param {Object} session
++ * @param {Object} input
++ */
++function computeIntervalInputData(session, input) {
++ var last = session.lastInterval || input,
++ deltaTime = input.timeStamp - last.timeStamp,
++ velocity, velocityX, velocityY, direction;
++
++ if (input.eventType != INPUT_CANCEL && (deltaTime > COMPUTE_INTERVAL || last.velocity === undefined)) {
++ var deltaX = input.deltaX - last.deltaX;
++ var deltaY = input.deltaY - last.deltaY;
++
++ var v = getVelocity(deltaTime, deltaX, deltaY);
++ velocityX = v.x;
++ velocityY = v.y;
++ velocity = (abs(v.x) > abs(v.y)) ? v.x : v.y;
++ direction = getDirection(deltaX, deltaY);
++
++ session.lastInterval = input;
++ } else {
++ // use latest velocity info if it doesn't overtake a minimum period
++ velocity = last.velocity;
++ velocityX = last.velocityX;
++ velocityY = last.velocityY;
++ direction = last.direction;
++ }
++
++ input.velocity = velocity;
++ input.velocityX = velocityX;
++ input.velocityY = velocityY;
++ input.direction = direction;
++}
++
++/**
++ * create a simple clone from the input used for storage of firstInput and firstMultiple
++ * @param {Object} input
++ * @returns {Object} clonedInputData
++ */
++function simpleCloneInputData(input) {
++ // make a simple copy of the pointers because we will get a reference if we don't
++ // we only need clientXY for the calculations
++ var pointers = [];
++ var i = 0;
++ while (i < input.pointers.length) {
++ pointers[i] = {
++ clientX: round(input.pointers[i].clientX),
++ clientY: round(input.pointers[i].clientY)
++ };
++ i++;
++ }
++
++ return {
++ timeStamp: now(),
++ pointers: pointers,
++ center: getCenter(pointers),
++ deltaX: input.deltaX,
++ deltaY: input.deltaY
++ };
++}
++
++/**
++ * get the center of all the pointers
++ * @param {Array} pointers
++ * @return {Object} center contains `x` and `y` properties
++ */
++function getCenter(pointers) {
++ var pointersLength = pointers.length;
++
++ // no need to loop when only one touch
++ if (pointersLength === 1) {
++ return {
++ x: round(pointers[0].clientX),
++ y: round(pointers[0].clientY)
++ };
++ }
++
++ var x = 0, y = 0, i = 0;
++ while (i < pointersLength) {
++ x += pointers[i].clientX;
++ y += pointers[i].clientY;
++ i++;
++ }
++
++ return {
++ x: round(x / pointersLength),
++ y: round(y / pointersLength)
++ };
++}
++
++/**
++ * calculate the velocity between two points. unit is in px per ms.
++ * @param {Number} deltaTime
++ * @param {Number} x
++ * @param {Number} y
++ * @return {Object} velocity `x` and `y`
++ */
++function getVelocity(deltaTime, x, y) {
++ return {
++ x: x / deltaTime || 0,
++ y: y / deltaTime || 0
++ };
++}
++
++/**
++ * get the direction between two points
++ * @param {Number} x
++ * @param {Number} y
++ * @return {Number} direction
++ */
++function getDirection(x, y) {
++ if (x === y) {
++ return DIRECTION_NONE;
++ }
++
++ if (abs(x) >= abs(y)) {
++ return x < 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;
++ }
++ return y < 0 ? DIRECTION_UP : DIRECTION_DOWN;
++}
++
++/**
++ * calculate the absolute distance between two points
++ * @param {Object} p1 {x, y}
++ * @param {Object} p2 {x, y}
++ * @param {Array} [props] containing x and y keys
++ * @return {Number} distance
++ */
++function getDistance(p1, p2, props) {
++ if (!props) {
++ props = PROPS_XY;
++ }
++ var x = p2[props[0]] - p1[props[0]],
++ y = p2[props[1]] - p1[props[1]];
++
++ return Math.sqrt((x * x) + (y * y));
++}
++
++/**
++ * calculate the angle between two coordinates
++ * @param {Object} p1
++ * @param {Object} p2
++ * @param {Array} [props] containing x and y keys
++ * @return {Number} angle
++ */
++function getAngle(p1, p2, props) {
++ if (!props) {
++ props = PROPS_XY;
++ }
++ var x = p2[props[0]] - p1[props[0]],
++ y = p2[props[1]] - p1[props[1]];
++ return Math.atan2(y, x) * 180 / Math.PI;
++}
++
++/**
++ * calculate the rotation degrees between two pointersets
++ * @param {Array} start array of pointers
++ * @param {Array} end array of pointers
++ * @return {Number} rotation
++ */
++function getRotation(start, end) {
++ return getAngle(end[1], end[0], PROPS_CLIENT_XY) + getAngle(start[1], start[0], PROPS_CLIENT_XY);
++}
++
++/**
++ * calculate the scale factor between two pointersets
++ * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out
++ * @param {Array} start array of pointers
++ * @param {Array} end array of pointers
++ * @return {Number} scale
++ */
++function getScale(start, end) {
++ return getDistance(end[0], end[1], PROPS_CLIENT_XY) / getDistance(start[0], start[1], PROPS_CLIENT_XY);
++}
++
++var MOUSE_INPUT_MAP = {
++ mousedown: INPUT_START,
++ mousemove: INPUT_MOVE,
++ mouseup: INPUT_END
++};
++
++var MOUSE_ELEMENT_EVENTS = 'mousedown';
++var MOUSE_WINDOW_EVENTS = 'mousemove mouseup';
++
++/**
++ * Mouse events input
++ * @constructor
++ * @extends Input
++ */
++function MouseInput() {
++ this.evEl = MOUSE_ELEMENT_EVENTS;
++ this.evWin = MOUSE_WINDOW_EVENTS;
++
++ this.pressed = false; // mousedown state
++
++ Input.apply(this, arguments);
++}
++
++inherit(MouseInput, Input, {
++ /**
++ * handle mouse events
++ * @param {Object} ev
++ */
++ handler: function MEhandler(ev) {
++ var eventType = MOUSE_INPUT_MAP[ev.type];
++
++ // on start we want to have the left mouse button down
++ if (eventType & INPUT_START && ev.button === 0) {
++ this.pressed = true;
++ }
++
++ if (eventType & INPUT_MOVE && ev.which !== 1) {
++ eventType = INPUT_END;
++ }
++
++ // mouse must be down
++ if (!this.pressed) {
++ return;
++ }
++
++ if (eventType & INPUT_END) {
++ this.pressed = false;
++ }
++
++ this.callback(this.manager, eventType, {
++ pointers: [ev],
++ changedPointers: [ev],
++ pointerType: INPUT_TYPE_MOUSE,
++ srcEvent: ev
++ });
++ }
++});
++
++var POINTER_INPUT_MAP = {
++ pointerdown: INPUT_START,
++ pointermove: INPUT_MOVE,
++ pointerup: INPUT_END,
++ pointercancel: INPUT_CANCEL,
++ pointerout: INPUT_CANCEL
++};
++
++// in IE10 the pointer types is defined as an enum
++var IE10_POINTER_TYPE_ENUM = {
++ 2: INPUT_TYPE_TOUCH,
++ 3: INPUT_TYPE_PEN,
++ 4: INPUT_TYPE_MOUSE,
++ 5: INPUT_TYPE_KINECT // see https://twitter.com/jacobrossi/status/480596438489890816
++};
++
++var POINTER_ELEMENT_EVENTS = 'pointerdown';
++var POINTER_WINDOW_EVENTS = 'pointermove pointerup pointercancel';
++
++// IE10 has prefixed support, and case-sensitive
++if (window.MSPointerEvent && !window.PointerEvent) {
++ POINTER_ELEMENT_EVENTS = 'MSPointerDown';
++ POINTER_WINDOW_EVENTS = 'MSPointerMove MSPointerUp MSPointerCancel';
++}
++
++/**
++ * Pointer events input
++ * @constructor
++ * @extends Input
++ */
++function PointerEventInput() {
++ this.evEl = POINTER_ELEMENT_EVENTS;
++ this.evWin = POINTER_WINDOW_EVENTS;
++
++ Input.apply(this, arguments);
++
++ this.store = (this.manager.session.pointerEvents = []);
++}
++
++inherit(PointerEventInput, Input, {
++ /**
++ * handle mouse events
++ * @param {Object} ev
++ */
++ handler: function PEhandler(ev) {
++ var store = this.store;
++ var removePointer = false;
++
++ var eventTypeNormalized = ev.type.toLowerCase().replace('ms', '');
++ var eventType = POINTER_INPUT_MAP[eventTypeNormalized];
++ var pointerType = IE10_POINTER_TYPE_ENUM[ev.pointerType] || ev.pointerType;
++
++ var isTouch = (pointerType == INPUT_TYPE_TOUCH);
++
++ // get index of the event in the store
++ var storeIndex = inArray(store, ev.pointerId, 'pointerId');
++
++ // start and mouse must be down
++ if (eventType & INPUT_START && (ev.button === 0 || isTouch)) {
++ if (storeIndex < 0) {
++ store.push(ev);
++ storeIndex = store.length - 1;
++ }
++ } else if (eventType & (INPUT_END | INPUT_CANCEL)) {
++ removePointer = true;
++ }
++
++ // it not found, so the pointer hasn't been down (so it's probably a hover)
++ if (storeIndex < 0) {
++ return;
++ }
++
++ // update the event in the store
++ store[storeIndex] = ev;
++
++ this.callback(this.manager, eventType, {
++ pointers: store,
++ changedPointers: [ev],
++ pointerType: pointerType,
++ srcEvent: ev
++ });
++
++ if (removePointer) {
++ // remove from the store
++ store.splice(storeIndex, 1);
++ }
++ }
++});
++
++var SINGLE_TOUCH_INPUT_MAP = {
++ touchstart: INPUT_START,
++ touchmove: INPUT_MOVE,
++ touchend: INPUT_END,
++ touchcancel: INPUT_CANCEL
++};
++
++var SINGLE_TOUCH_TARGET_EVENTS = 'touchstart';
++var SINGLE_TOUCH_WINDOW_EVENTS = 'touchstart touchmove touchend touchcancel';
++
++/**
++ * Touch events input
++ * @constructor
++ * @extends Input
++ */
++function SingleTouchInput() {
++ this.evTarget = SINGLE_TOUCH_TARGET_EVENTS;
++ this.evWin = SINGLE_TOUCH_WINDOW_EVENTS;
++ this.started = false;
++
++ Input.apply(this, arguments);
++}
++
++inherit(SingleTouchInput, Input, {
++ handler: function TEhandler(ev) {
++ var type = SINGLE_TOUCH_INPUT_MAP[ev.type];
++
++ // should we handle the touch events?
++ if (type === INPUT_START) {
++ this.started = true;
++ }
++
++ if (!this.started) {
++ return;
++ }
++
++ var touches = normalizeSingleTouches.call(this, ev, type);
++
++ // when done, reset the started state
++ if (type & (INPUT_END | INPUT_CANCEL) && touches[0].length - touches[1].length === 0) {
++ this.started = false;
++ }
++
++ this.callback(this.manager, type, {
++ pointers: touches[0],
++ changedPointers: touches[1],
++ pointerType: INPUT_TYPE_TOUCH,
++ srcEvent: ev
++ });
++ }
++});
++
++/**
++ * @this {TouchInput}
++ * @param {Object} ev
++ * @param {Number} type flag
++ * @returns {undefined|Array} [all, changed]
++ */
++function normalizeSingleTouches(ev, type) {
++ var all = toArray(ev.touches);
++ var changed = toArray(ev.changedTouches);
++
++ if (type & (INPUT_END | INPUT_CANCEL)) {
++ all = uniqueArray(all.concat(changed), 'identifier', true);
++ }
++
++ return [all, changed];
++}
++
++var TOUCH_INPUT_MAP = {
++ touchstart: INPUT_START,
++ touchmove: INPUT_MOVE,
++ touchend: INPUT_END,
++ touchcancel: INPUT_CANCEL
++};
++
++var TOUCH_TARGET_EVENTS = 'touchstart touchmove touchend touchcancel';
++
++/**
++ * Multi-user touch events input
++ * @constructor
++ * @extends Input
++ */
++function TouchInput() {
++ this.evTarget = TOUCH_TARGET_EVENTS;
++ this.targetIds = {};
++
++ Input.apply(this, arguments);
++}
++
++inherit(TouchInput, Input, {
++ handler: function MTEhandler(ev) {
++ var type = TOUCH_INPUT_MAP[ev.type];
++ var touches = getTouches.call(this, ev, type);
++ if (!touches) {
++ return;
++ }
++
++ this.callback(this.manager, type, {
++ pointers: touches[0],
++ changedPointers: touches[1],
++ pointerType: INPUT_TYPE_TOUCH,
++ srcEvent: ev
++ });
++ }
++});
++
++/**
++ * @this {TouchInput}
++ * @param {Object} ev
++ * @param {Number} type flag
++ * @returns {undefined|Array} [all, changed]
++ */
++function getTouches(ev, type) {
++ var allTouches = toArray(ev.touches);
++ var targetIds = this.targetIds;
++
++ // when there is only one touch, the process can be simplified
++ if (type & (INPUT_START | INPUT_MOVE) && allTouches.length === 1) {
++ targetIds[allTouches[0].identifier] = true;
++ return [allTouches, allTouches];
++ }
++
++ var i,
++ targetTouches,
++ changedTouches = toArray(ev.changedTouches),
++ changedTargetTouches = [],
++ target = this.target;
++
++ // get target touches from touches
++ targetTouches = allTouches.filter(function(touch) {
++ return hasParent(touch.target, target);
++ });
++
++ // collect touches
++ if (type === INPUT_START) {
++ i = 0;
++ while (i < targetTouches.length) {
++ targetIds[targetTouches[i].identifier] = true;
++ i++;
++ }
++ }
++
++ // filter changed touches to only contain touches that exist in the collected target ids
++ i = 0;
++ while (i < changedTouches.length) {
++ if (targetIds[changedTouches[i].identifier]) {
++ changedTargetTouches.push(changedTouches[i]);
++ }
++
++ // cleanup removed touches
++ if (type & (INPUT_END | INPUT_CANCEL)) {
++ delete targetIds[changedTouches[i].identifier];
++ }
++ i++;
++ }
++
++ if (!changedTargetTouches.length) {
++ return;
++ }
++
++ return [
++ // merge targetTouches with changedTargetTouches so it contains ALL touches, including 'end' and 'cancel'
++ uniqueArray(targetTouches.concat(changedTargetTouches), 'identifier', true),
++ changedTargetTouches
++ ];
++}
++
++/**
++ * Combined touch and mouse input
++ *
++ * Touch has a higher priority then mouse, and while touching no mouse events are allowed.
++ * This because touch devices also emit mouse events while doing a touch.
++ *
++ * @constructor
++ * @extends Input
++ */
++
++var DEDUP_TIMEOUT = 2500;
++var DEDUP_DISTANCE = 25;
++
++function TouchMouseInput() {
++ Input.apply(this, arguments);
++
++ var handler = bindFn(this.handler, this);
++ this.touch = new TouchInput(this.manager, handler);
++ this.mouse = new MouseInput(this.manager, handler);
++
++ this.primaryTouch = null;
++ this.lastTouches = [];
++}
++
++inherit(TouchMouseInput, Input, {
++ /**
++ * handle mouse and touch events
++ * @param {Hammer} manager
++ * @param {String} inputEvent
++ * @param {Object} inputData
++ */
++ handler: function TMEhandler(manager, inputEvent, inputData) {
++ var isTouch = (inputData.pointerType == INPUT_TYPE_TOUCH),
++ isMouse = (inputData.pointerType == INPUT_TYPE_MOUSE);
++
++ if (isMouse && inputData.sourceCapabilities && inputData.sourceCapabilities.firesTouchEvents) {
++ return;
++ }
++
++ // when we're in a touch event, record touches to de-dupe synthetic mouse event
++ if (isTouch) {
++ recordTouches.call(this, inputEvent, inputData);
++ } else if (isMouse && isSyntheticEvent.call(this, inputData)) {
++ return;
++ }
++
++ this.callback(manager, inputEvent, inputData);
++ },
++
++ /**
++ * remove the event listeners
++ */
++ destroy: function destroy() {
++ this.touch.destroy();
++ this.mouse.destroy();
++ }
++});
++
++function recordTouches(eventType, eventData) {
++ if (eventType & INPUT_START) {
++ this.primaryTouch = eventData.changedPointers[0].identifier;
++ setLastTouch.call(this, eventData);
++ } else if (eventType & (INPUT_END | INPUT_CANCEL)) {
++ setLastTouch.call(this, eventData);
++ }
++}
++
++function setLastTouch(eventData) {
++ var touch = eventData.changedPointers[0];
++
++ if (touch.identifier === this.primaryTouch) {
++ var lastTouch = {x: touch.clientX, y: touch.clientY};
++ this.lastTouches.push(lastTouch);
++ var lts = this.lastTouches;
++ var removeLastTouch = function() {
++ var i = lts.indexOf(lastTouch);
++ if (i > -1) {
++ lts.splice(i, 1);
++ }
++ };
++ setTimeout(removeLastTouch, DEDUP_TIMEOUT);
++ }
++}
++
++function isSyntheticEvent(eventData) {
++ var x = eventData.srcEvent.clientX, y = eventData.srcEvent.clientY;
++ for (var i = 0; i < this.lastTouches.length; i++) {
++ var t = this.lastTouches[i];
++ var dx = Math.abs(x - t.x), dy = Math.abs(y - t.y);
++ if (dx <= DEDUP_DISTANCE && dy <= DEDUP_DISTANCE) {
++ return true;
++ }
++ }
++ return false;
++}
++
++var PREFIXED_TOUCH_ACTION = prefixed(TEST_ELEMENT.style, 'touchAction');
++var NATIVE_TOUCH_ACTION = PREFIXED_TOUCH_ACTION !== undefined;
++
++// magical touchAction value
++var TOUCH_ACTION_COMPUTE = 'compute';
++var TOUCH_ACTION_AUTO = 'auto';
++var TOUCH_ACTION_MANIPULATION = 'manipulation'; // not implemented
++var TOUCH_ACTION_NONE = 'none';
++var TOUCH_ACTION_PAN_X = 'pan-x';
++var TOUCH_ACTION_PAN_Y = 'pan-y';
++var TOUCH_ACTION_MAP = getTouchActionProps();
++
++/**
++ * Touch Action
++ * sets the touchAction property or uses the js alternative
++ * @param {Manager} manager
++ * @param {String} value
++ * @constructor
++ */
++function TouchAction(manager, value) {
++ this.manager = manager;
++ this.set(value);
++}
++
++TouchAction.prototype = {
++ /**
++ * set the touchAction value on the element or enable the polyfill
++ * @param {String} value
++ */
++ set: function(value) {
++ // find out the touch-action by the event handlers
++ if (value == TOUCH_ACTION_COMPUTE) {
++ value = this.compute();
++ }
++
++ if (NATIVE_TOUCH_ACTION && this.manager.element.style && TOUCH_ACTION_MAP[value]) {
++ this.manager.element.style[PREFIXED_TOUCH_ACTION] = value;
++ }
++ this.actions = value.toLowerCase().trim();
++ },
++
++ /**
++ * just re-set the touchAction value
++ */
++ update: function() {
++ this.set(this.manager.options.touchAction);
++ },
++
++ /**
++ * compute the value for the touchAction property based on the recognizer's settings
++ * @returns {String} value
++ */
++ compute: function() {
++ var actions = [];
++ each(this.manager.recognizers, function(recognizer) {
++ if (boolOrFn(recognizer.options.enable, [recognizer])) {
++ actions = actions.concat(recognizer.getTouchAction());
++ }
++ });
++ return cleanTouchActions(actions.join(' '));
++ },
++
++ /**
++ * this method is called on each input cycle and provides the preventing of the browser behavior
++ * @param {Object} input
++ */
++ preventDefaults: function(input) {
++ var srcEvent = input.srcEvent;
++ var direction = input.offsetDirection;
++
++ // if the touch action did prevented once this session
++ if (this.manager.session.prevented) {
++ srcEvent.preventDefault();
++ return;
++ }
++
++ var actions = this.actions;
++ var hasNone = inStr(actions, TOUCH_ACTION_NONE) && !TOUCH_ACTION_MAP[TOUCH_ACTION_NONE];
++ var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_Y];
++ var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_X];
++
++ if (hasNone) {
++ //do not prevent defaults if this is a tap gesture
++
++ var isTapPointer = input.pointers.length === 1;
++ var isTapMovement = input.distance < 2;
++ var isTapTouchTime = input.deltaTime < 250;
++
++ if (isTapPointer && isTapMovement && isTapTouchTime) {
++ return;
++ }
++ }
++
++ if (hasPanX && hasPanY) {
++ // `pan-x pan-y` means browser handles all scrolling/panning, do not prevent
++ return;
++ }
++
++ if (hasNone ||
++ (hasPanY && direction & DIRECTION_HORIZONTAL) ||
++ (hasPanX && direction & DIRECTION_VERTICAL)) {
++ return this.preventSrc(srcEvent);
++ }
++ },
++
++ /**
++ * call preventDefault to prevent the browser's default behavior (scrolling in most cases)
++ * @param {Object} srcEvent
++ */
++ preventSrc: function(srcEvent) {
++ this.manager.session.prevented = true;
++ srcEvent.preventDefault();
++ }
++};
++
++/**
++ * when the touchActions are collected they are not a valid value, so we need to clean things up. *
++ * @param {String} actions
++ * @returns {*}
++ */
++function cleanTouchActions(actions) {
++ // none
++ if (inStr(actions, TOUCH_ACTION_NONE)) {
++ return TOUCH_ACTION_NONE;
++ }
++
++ var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);
++ var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);
++
++ // if both pan-x and pan-y are set (different recognizers
++ // for different directions, e.g. horizontal pan but vertical swipe?)
++ // we need none (as otherwise with pan-x pan-y combined none of these
++ // recognizers will work, since the browser would handle all panning
++ if (hasPanX && hasPanY) {
++ return TOUCH_ACTION_NONE;
++ }
++
++ // pan-x OR pan-y
++ if (hasPanX || hasPanY) {
++ return hasPanX ? TOUCH_ACTION_PAN_X : TOUCH_ACTION_PAN_Y;
++ }
++
++ // manipulation
++ if (inStr(actions, TOUCH_ACTION_MANIPULATION)) {
++ return TOUCH_ACTION_MANIPULATION;
++ }
++
++ return TOUCH_ACTION_AUTO;
++}
++
++function getTouchActionProps() {
++ if (!NATIVE_TOUCH_ACTION) {
++ return false;
++ }
++ var touchMap = {};
++ var cssSupports = window.CSS && window.CSS.supports;
++ ['auto', 'manipulation', 'pan-y', 'pan-x', 'pan-x pan-y', 'none'].forEach(function(val) {
++
++ // If css.supports is not supported but there is native touch-action assume it supports
++ // all values. This is the case for IE 10 and 11.
++ touchMap[val] = cssSupports ? window.CSS.supports('touch-action', val) : true;
++ });
++ return touchMap;
++}
++
++/**
++ * Recognizer flow explained; *
++ * All recognizers have the initial state of POSSIBLE when a input session starts.
++ * The definition of a input session is from the first input until the last input, with all it's movement in it. *
++ * Example session for mouse-input: mousedown -> mousemove -> mouseup
++ *
++ * On each recognizing cycle (see Manager.recognize) the .recognize() method is executed
++ * which determines with state it should be.
++ *
++ * If the recognizer has the state FAILED, CANCELLED or RECOGNIZED (equals ENDED), it is reset to
++ * POSSIBLE to give it another change on the next cycle.
++ *
++ * Possible
++ * |
++ * +-----+---------------+
++ * | |
++ * +-----+-----+ |
++ * | | |
++ * Failed Cancelled |
++ * +-------+------+
++ * | |
++ * Recognized Began
++ * |
++ * Changed
++ * |
++ * Ended/Recognized
++ */
++var STATE_POSSIBLE = 1;
++var STATE_BEGAN = 2;
++var STATE_CHANGED = 4;
++var STATE_ENDED = 8;
++var STATE_RECOGNIZED = STATE_ENDED;
++var STATE_CANCELLED = 16;
++var STATE_FAILED = 32;
++
++/**
++ * Recognizer
++ * Every recognizer needs to extend from this class.
++ * @constructor
++ * @param {Object} options
++ */
++function Recognizer(options) {
++ this.options = assign({}, this.defaults, options || {});
++
++ this.id = uniqueId();
++
++ this.manager = null;
++
++ // default is enable true
++ this.options.enable = ifUndefined(this.options.enable, true);
++
++ this.state = STATE_POSSIBLE;
++
++ this.simultaneous = {};
++ this.requireFail = [];
++}
++
++Recognizer.prototype = {
++ /**
++ * @virtual
++ * @type {Object}
++ */
++ defaults: {},
++
++ /**
++ * set options
++ * @param {Object} options
++ * @return {Recognizer}
++ */
++ set: function(options) {
++ assign(this.options, options);
++
++ // also update the touchAction, in case something changed about the directions/enabled state
++ this.manager && this.manager.touchAction.update();
++ return this;
++ },
++
++ /**
++ * recognize simultaneous with an other recognizer.
++ * @param {Recognizer} otherRecognizer
++ * @returns {Recognizer} this
++ */
++ recognizeWith: function(otherRecognizer) {
++ if (invokeArrayArg(otherRecognizer, 'recognizeWith', this)) {
++ return this;
++ }
++
++ var simultaneous = this.simultaneous;
++ otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
++ if (!simultaneous[otherRecognizer.id]) {
++ simultaneous[otherRecognizer.id] = otherRecognizer;
++ otherRecognizer.recognizeWith(this);
++ }
++ return this;
++ },
++
++ /**
++ * drop the simultaneous link. it doesnt remove the link on the other recognizer.
++ * @param {Recognizer} otherRecognizer
++ * @returns {Recognizer} this
++ */
++ dropRecognizeWith: function(otherRecognizer) {
++ if (invokeArrayArg(otherRecognizer, 'dropRecognizeWith', this)) {
++ return this;
++ }
++
++ otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
++ delete this.simultaneous[otherRecognizer.id];
++ return this;
++ },
++
++ /**
++ * recognizer can only run when an other is failing
++ * @param {Recognizer} otherRecognizer
++ * @returns {Recognizer} this
++ */
++ requireFailure: function(otherRecognizer) {
++ if (invokeArrayArg(otherRecognizer, 'requireFailure', this)) {
++ return this;
++ }
++
++ var requireFail = this.requireFail;
++ otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
++ if (inArray(requireFail, otherRecognizer) === -1) {
++ requireFail.push(otherRecognizer);
++ otherRecognizer.requireFailure(this);
++ }
++ return this;
++ },
++
++ /**
++ * drop the requireFailure link. it does not remove the link on the other recognizer.
++ * @param {Recognizer} otherRecognizer
++ * @returns {Recognizer} this
++ */
++ dropRequireFailure: function(otherRecognizer) {
++ if (invokeArrayArg(otherRecognizer, 'dropRequireFailure', this)) {
++ return this;
++ }
++
++ otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
++ var index = inArray(this.requireFail, otherRecognizer);
++ if (index > -1) {
++ this.requireFail.splice(index, 1);
++ }
++ return this;
++ },
++
++ /**
++ * has require failures boolean
++ * @returns {boolean}
++ */
++ hasRequireFailures: function() {
++ return this.requireFail.length > 0;
++ },
++
++ /**
++ * if the recognizer can recognize simultaneous with an other recognizer
++ * @param {Recognizer} otherRecognizer
++ * @returns {Boolean}
++ */
++ canRecognizeWith: function(otherRecognizer) {
++ return !!this.simultaneous[otherRecognizer.id];
++ },
++
++ /**
++ * You should use `tryEmit` instead of `emit` directly to check
++ * that all the needed recognizers has failed before emitting.
++ * @param {Object} input
++ */
++ emit: function(input) {
++ var self = this;
++ var state = this.state;
++
++ function emit(event) {
++ self.manager.emit(event, input);
++ }
++
++ // 'panstart' and 'panmove'
++ if (state < STATE_ENDED) {
++ emit(self.options.event + stateStr(state));
++ }
++
++ emit(self.options.event); // simple 'eventName' events
++
++ if (input.additionalEvent) { // additional event(panleft, panright, pinchin, pinchout...)
++ emit(input.additionalEvent);
++ }
++
++ // panend and pancancel
++ if (state >= STATE_ENDED) {
++ emit(self.options.event + stateStr(state));
++ }
++ },
++
++ /**
++ * Check that all the require failure recognizers has failed,
++ * if true, it emits a gesture event,
++ * otherwise, setup the state to FAILED.
++ * @param {Object} input
++ */
++ tryEmit: function(input) {
++ if (this.canEmit()) {
++ return this.emit(input);
++ }
++ // it's failing anyway
++ this.state = STATE_FAILED;
++ },
++
++ /**
++ * can we emit?
++ * @returns {boolean}
++ */
++ canEmit: function() {
++ var i = 0;
++ while (i < this.requireFail.length) {
++ if (!(this.requireFail[i].state & (STATE_FAILED | STATE_POSSIBLE))) {
++ return false;
++ }
++ i++;
++ }
++ return true;
++ },
++
++ /**
++ * update the recognizer
++ * @param {Object} inputData
++ */
++ recognize: function(inputData) {
++ // make a new copy of the inputData
++ // so we can change the inputData without messing up the other recognizers
++ var inputDataClone = assign({}, inputData);
++
++ // is is enabled and allow recognizing?
++ if (!boolOrFn(this.options.enable, [this, inputDataClone])) {
++ this.reset();
++ this.state = STATE_FAILED;
++ return;
++ }
++
++ // reset when we've reached the end
++ if (this.state & (STATE_RECOGNIZED | STATE_CANCELLED | STATE_FAILED)) {
++ this.state = STATE_POSSIBLE;
++ }
++
++ this.state = this.process(inputDataClone);
++
++ // the recognizer has recognized a gesture
++ // so trigger an event
++ if (this.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED | STATE_CANCELLED)) {
++ this.tryEmit(inputDataClone);
++ }
++ },
++
++ /**
++ * return the state of the recognizer
++ * the actual recognizing happens in this method
++ * @virtual
++ * @param {Object} inputData
++ * @returns {Const} STATE
++ */
++ process: function(inputData) { }, // jshint ignore:line
++
++ /**
++ * return the preferred touch-action
++ * @virtual
++ * @returns {Array}
++ */
++ getTouchAction: function() { },
++
++ /**
++ * called when the gesture isn't allowed to recognize
++ * like when another is being recognized or it is disabled
++ * @virtual
++ */
++ reset: function() { }
++};
++
++/**
++ * get a usable string, used as event postfix
++ * @param {Const} state
++ * @returns {String} state
++ */
++function stateStr(state) {
++ if (state & STATE_CANCELLED) {
++ return 'cancel';
++ } else if (state & STATE_ENDED) {
++ return 'end';
++ } else if (state & STATE_CHANGED) {
++ return 'move';
++ } else if (state & STATE_BEGAN) {
++ return 'start';
++ }
++ return '';
++}
++
++/**
++ * direction cons to string
++ * @param {Const} direction
++ * @returns {String}
++ */
++function directionStr(direction) {
++ if (direction == DIRECTION_DOWN) {
++ return 'down';
++ } else if (direction == DIRECTION_UP) {
++ return 'up';
++ } else if (direction == DIRECTION_LEFT) {
++ return 'left';
++ } else if (direction == DIRECTION_RIGHT) {
++ return 'right';
++ }
++ return '';
++}
++
++/**
++ * get a recognizer by name if it is bound to a manager
++ * @param {Recognizer|String} otherRecognizer
++ * @param {Recognizer} recognizer
++ * @returns {Recognizer}
++ */
++function getRecognizerByNameIfManager(otherRecognizer, recognizer) {
++ var manager = recognizer.manager;
++ if (manager) {
++ return manager.get(otherRecognizer);
++ }
++ return otherRecognizer;
++}
++
++/**
++ * This recognizer is just used as a base for the simple attribute recognizers.
++ * @constructor
++ * @extends Recognizer
++ */
++function AttrRecognizer() {
++ Recognizer.apply(this, arguments);
++}
++
++inherit(AttrRecognizer, Recognizer, {
++ /**
++ * @namespace
++ * @memberof AttrRecognizer
++ */
++ defaults: {
++ /**
++ * @type {Number}
++ * @default 1
++ */
++ pointers: 1
++ },
++
++ /**
++ * Used to check if it the recognizer receives valid input, like input.distance > 10.
++ * @memberof AttrRecognizer
++ * @param {Object} input
++ * @returns {Boolean} recognized
++ */
++ attrTest: function(input) {
++ var optionPointers = this.options.pointers;
++ return optionPointers === 0 || input.pointers.length === optionPointers;
++ },
++
++ /**
++ * Process the input and return the state for the recognizer
++ * @memberof AttrRecognizer
++ * @param {Object} input
++ * @returns {*} State
++ */
++ process: function(input) {
++ var state = this.state;
++ var eventType = input.eventType;
++
++ var isRecognized = state & (STATE_BEGAN | STATE_CHANGED);
++ var isValid = this.attrTest(input);
++
++ // on cancel input and we've recognized before, return STATE_CANCELLED
++ if (isRecognized && (eventType & INPUT_CANCEL || !isValid)) {
++ return state | STATE_CANCELLED;
++ } else if (isRecognized || isValid) {
++ if (eventType & INPUT_END) {
++ return state | STATE_ENDED;
++ } else if (!(state & STATE_BEGAN)) {
++ return STATE_BEGAN;
++ }
++ return state | STATE_CHANGED;
++ }
++ return STATE_FAILED;
++ }
++});
++
++/**
++ * Pan
++ * Recognized when the pointer is down and moved in the allowed direction.
++ * @constructor
++ * @extends AttrRecognizer
++ */
++function PanRecognizer() {
++ AttrRecognizer.apply(this, arguments);
++
++ this.pX = null;
++ this.pY = null;
++}
++
++inherit(PanRecognizer, AttrRecognizer, {
++ /**
++ * @namespace
++ * @memberof PanRecognizer
++ */
++ defaults: {
++ event: 'pan',
++ threshold: 10,
++ pointers: 1,
++ direction: DIRECTION_ALL
++ },
++
++ getTouchAction: function() {
++ var direction = this.options.direction;
++ var actions = [];
++ if (direction & DIRECTION_HORIZONTAL) {
++ actions.push(TOUCH_ACTION_PAN_Y);
++ }
++ if (direction & DIRECTION_VERTICAL) {
++ actions.push(TOUCH_ACTION_PAN_X);
++ }
++ return actions;
++ },
++
++ directionTest: function(input) {
++ var options = this.options;
++ var hasMoved = true;
++ var distance = input.distance;
++ var direction = input.direction;
++ var x = input.deltaX;
++ var y = input.deltaY;
++
++ // lock to axis?
++ if (!(direction & options.direction)) {
++ if (options.direction & DIRECTION_HORIZONTAL) {
++ direction = (x === 0) ? DIRECTION_NONE : (x < 0) ? DIRECTION_LEFT : DIRECTION_RIGHT;
++ hasMoved = x != this.pX;
++ distance = Math.abs(input.deltaX);
++ } else {
++ direction = (y === 0) ? DIRECTION_NONE : (y < 0) ? DIRECTION_UP : DIRECTION_DOWN;
++ hasMoved = y != this.pY;
++ distance = Math.abs(input.deltaY);
++ }
++ }
++ input.direction = direction;
++ return hasMoved && distance > options.threshold && direction & options.direction;
++ },
++
++ attrTest: function(input) {
++ return AttrRecognizer.prototype.attrTest.call(this, input) &&
++ (this.state & STATE_BEGAN || (!(this.state & STATE_BEGAN) && this.directionTest(input)));
++ },
++
++ emit: function(input) {
++
++ this.pX = input.deltaX;
++ this.pY = input.deltaY;
++
++ var direction = directionStr(input.direction);
++
++ if (direction) {
++ input.additionalEvent = this.options.event + direction;
++ }
++ this._super.emit.call(this, input);
++ }
++});
++
++/**
++ * Pinch
++ * Recognized when two or more pointers are moving toward (zoom-in) or away from each other (zoom-out).
++ * @constructor
++ * @extends AttrRecognizer
++ */
++function PinchRecognizer() {
++ AttrRecognizer.apply(this, arguments);
++}
++
++inherit(PinchRecognizer, AttrRecognizer, {
++ /**
++ * @namespace
++ * @memberof PinchRecognizer
++ */
++ defaults: {
++ event: 'pinch',
++ threshold: 0,
++ pointers: 2
++ },
++
++ getTouchAction: function() {
++ return [TOUCH_ACTION_NONE];
++ },
++
++ attrTest: function(input) {
++ return this._super.attrTest.call(this, input) &&
++ (Math.abs(input.scale - 1) > this.options.threshold || this.state & STATE_BEGAN);
++ },
++
++ emit: function(input) {
++ if (input.scale !== 1) {
++ var inOut = input.scale < 1 ? 'in' : 'out';
++ input.additionalEvent = this.options.event + inOut;
++ }
++ this._super.emit.call(this, input);
++ }
++});
++
++/**
++ * Press
++ * Recognized when the pointer is down for x ms without any movement.
++ * @constructor
++ * @extends Recognizer
++ */
++function PressRecognizer() {
++ Recognizer.apply(this, arguments);
++
++ this._timer = null;
++ this._input = null;
++}
++
++inherit(PressRecognizer, Recognizer, {
++ /**
++ * @namespace
++ * @memberof PressRecognizer
++ */
++ defaults: {
++ event: 'press',
++ pointers: 1,
++ time: 251, // minimal time of the pointer to be pressed
++ threshold: 9 // a minimal movement is ok, but keep it low
++ },
++
++ getTouchAction: function() {
++ return [TOUCH_ACTION_AUTO];
++ },
++
++ process: function(input) {
++ var options = this.options;
++ var validPointers = input.pointers.length === options.pointers;
++ var validMovement = input.distance < options.threshold;
++ var validTime = input.deltaTime > options.time;
++
++ this._input = input;
++
++ // we only allow little movement
++ // and we've reached an end event, so a tap is possible
++ if (!validMovement || !validPointers || (input.eventType & (INPUT_END | INPUT_CANCEL) && !validTime)) {
++ this.reset();
++ } else if (input.eventType & INPUT_START) {
++ this.reset();
++ this._timer = setTimeoutContext(function() {
++ this.state = STATE_RECOGNIZED;
++ this.tryEmit();
++ }, options.time, this);
++ } else if (input.eventType & INPUT_END) {
++ return STATE_RECOGNIZED;
++ }
++ return STATE_FAILED;
++ },
++
++ reset: function() {
++ clearTimeout(this._timer);
++ },
++
++ emit: function(input) {
++ if (this.state !== STATE_RECOGNIZED) {
++ return;
++ }
++
++ if (input && (input.eventType & INPUT_END)) {
++ this.manager.emit(this.options.event + 'up', input);
++ } else {
++ this._input.timeStamp = now();
++ this.manager.emit(this.options.event, this._input);
++ }
++ }
++});
++
++/**
++ * Rotate
++ * Recognized when two or more pointer are moving in a circular motion.
++ * @constructor
++ * @extends AttrRecognizer
++ */
++function RotateRecognizer() {
++ AttrRecognizer.apply(this, arguments);
++}
++
++inherit(RotateRecognizer, AttrRecognizer, {
++ /**
++ * @namespace
++ * @memberof RotateRecognizer
++ */
++ defaults: {
++ event: 'rotate',
++ threshold: 0,
++ pointers: 2
++ },
++
++ getTouchAction: function() {
++ return [TOUCH_ACTION_NONE];
++ },
++
++ attrTest: function(input) {
++ return this._super.attrTest.call(this, input) &&
++ (Math.abs(input.rotation) > this.options.threshold || this.state & STATE_BEGAN);
++ }
++});
++
++/**
++ * Swipe
++ * Recognized when the pointer is moving fast (velocity), with enough distance in the allowed direction.
++ * @constructor
++ * @extends AttrRecognizer
++ */
++function SwipeRecognizer() {
++ AttrRecognizer.apply(this, arguments);
++}
++
++inherit(SwipeRecognizer, AttrRecognizer, {
++ /**
++ * @namespace
++ * @memberof SwipeRecognizer
++ */
++ defaults: {
++ event: 'swipe',
++ threshold: 10,
++ velocity: 0.3,
++ direction: DIRECTION_HORIZONTAL | DIRECTION_VERTICAL,
++ pointers: 1
++ },
++
++ getTouchAction: function() {
++ return PanRecognizer.prototype.getTouchAction.call(this);
++ },
++
++ attrTest: function(input) {
++ var direction = this.options.direction;
++ var velocity;
++
++ if (direction & (DIRECTION_HORIZONTAL | DIRECTION_VERTICAL)) {
++ velocity = input.overallVelocity;
++ } else if (direction & DIRECTION_HORIZONTAL) {
++ velocity = input.overallVelocityX;
++ } else if (direction & DIRECTION_VERTICAL) {
++ velocity = input.overallVelocityY;
++ }
++
++ return this._super.attrTest.call(this, input) &&
++ direction & input.offsetDirection &&
++ input.distance > this.options.threshold &&
++ input.maxPointers == this.options.pointers &&
++ abs(velocity) > this.options.velocity && input.eventType & INPUT_END;
++ },
++
++ emit: function(input) {
++ var direction = directionStr(input.offsetDirection);
++ if (direction) {
++ this.manager.emit(this.options.event + direction, input);
++ }
++
++ this.manager.emit(this.options.event, input);
++ }
++});
++
++/**
++ * A tap is ecognized when the pointer is doing a small tap/click. Multiple taps are recognized if they occur
++ * between the given interval and position. The delay option can be used to recognize multi-taps without firing
++ * a single tap.
++ *
++ * The eventData from the emitted event contains the property `tapCount`, which contains the amount of
++ * multi-taps being recognized.
++ * @constructor
++ * @extends Recognizer
++ */
++function TapRecognizer() {
++ Recognizer.apply(this, arguments);
++
++ // previous time and center,
++ // used for tap counting
++ this.pTime = false;
++ this.pCenter = false;
++
++ this._timer = null;
++ this._input = null;
++ this.count = 0;
++}
++
++inherit(TapRecognizer, Recognizer, {
++ /**
++ * @namespace
++ * @memberof PinchRecognizer
++ */
++ defaults: {
++ event: 'tap',
++ pointers: 1,
++ taps: 1,
++ interval: 300, // max time between the multi-tap taps
++ time: 250, // max time of the pointer to be down (like finger on the screen)
++ threshold: 9, // a minimal movement is ok, but keep it low
++ posThreshold: 10 // a multi-tap can be a bit off the initial position
++ },
++
++ getTouchAction: function() {
++ return [TOUCH_ACTION_MANIPULATION];
++ },
++
++ process: function(input) {
++ var options = this.options;
++
++ var validPointers = input.pointers.length === options.pointers;
++ var validMovement = input.distance < options.threshold;
++ var validTouchTime = input.deltaTime < options.time;
++
++ this.reset();
++
++ if ((input.eventType & INPUT_START) && (this.count === 0)) {
++ return this.failTimeout();
++ }
++
++ // we only allow little movement
++ // and we've reached an end event, so a tap is possible
++ if (validMovement && validTouchTime && validPointers) {
++ if (input.eventType != INPUT_END) {
++ return this.failTimeout();
++ }
++
++ var validInterval = this.pTime ? (input.timeStamp - this.pTime < options.interval) : true;
++ var validMultiTap = !this.pCenter || getDistance(this.pCenter, input.center) < options.posThreshold;
++
++ this.pTime = input.timeStamp;
++ this.pCenter = input.center;
++
++ if (!validMultiTap || !validInterval) {
++ this.count = 1;
++ } else {
++ this.count += 1;
++ }
++
++ this._input = input;
++
++ // if tap count matches we have recognized it,
++ // else it has began recognizing...
++ var tapCount = this.count % options.taps;
++ if (tapCount === 0) {
++ // no failing requirements, immediately trigger the tap event
++ // or wait as long as the multitap interval to trigger
++ if (!this.hasRequireFailures()) {
++ return STATE_RECOGNIZED;
++ } else {
++ this._timer = setTimeoutContext(function() {
++ this.state = STATE_RECOGNIZED;
++ this.tryEmit();
++ }, options.interval, this);
++ return STATE_BEGAN;
++ }
++ }
++ }
++ return STATE_FAILED;
++ },
++
++ failTimeout: function() {
++ this._timer = setTimeoutContext(function() {
++ this.state = STATE_FAILED;
++ }, this.options.interval, this);
++ return STATE_FAILED;
++ },
++
++ reset: function() {
++ clearTimeout(this._timer);
++ },
++
++ emit: function() {
++ if (this.state == STATE_RECOGNIZED) {
++ this._input.tapCount = this.count;
++ this.manager.emit(this.options.event, this._input);
++ }
++ }
++});
++
++/**
++ * Simple way to create a manager with a default set of recognizers.
++ * @param {HTMLElement} element
++ * @param {Object} [options]
++ * @constructor
++ */
++function Hammer(element, options) {
++ options = options || {};
++ options.recognizers = ifUndefined(options.recognizers, Hammer.defaults.preset);
++ return new Manager(element, options);
++}
++
++/**
++ * @const {string}
++ */
++Hammer.VERSION = '2.0.7';
++
++/**
++ * default settings
++ * @namespace
++ */
++Hammer.defaults = {
++ /**
++ * set if DOM events are being triggered.
++ * But this is slower and unused by simple implementations, so disabled by default.
++ * @type {Boolean}
++ * @default false
++ */
++ domEvents: false,
++
++ /**
++ * The value for the touchAction property/fallback.
++ * When set to `compute` it will magically set the correct value based on the added recognizers.
++ * @type {String}
++ * @default compute
++ */
++ touchAction: TOUCH_ACTION_COMPUTE,
++
++ /**
++ * @type {Boolean}
++ * @default true
++ */
++ enable: true,
++
++ /**
++ * EXPERIMENTAL FEATURE -- can be removed/changed
++ * Change the parent input target element.
++ * If Null, then it is being set the to main element.
++ * @type {Null|EventTarget}
++ * @default null
++ */
++ inputTarget: null,
++
++ /**
++ * force an input class
++ * @type {Null|Function}
++ * @default null
++ */
++ inputClass: null,
++
++ /**
++ * Default recognizer setup when calling `Hammer()`
++ * When creating a new Manager these will be skipped.
++ * @type {Array}
++ */
++ preset: [
++ // RecognizerClass, options, [recognizeWith, ...], [requireFailure, ...]
++ [RotateRecognizer, {enable: false}],
++ [PinchRecognizer, {enable: false}, ['rotate']],
++ [SwipeRecognizer, {direction: DIRECTION_HORIZONTAL}],
++ [PanRecognizer, {direction: DIRECTION_HORIZONTAL}, ['swipe']],
++ [TapRecognizer],
++ [TapRecognizer, {event: 'doubletap', taps: 2}, ['tap']],
++ [PressRecognizer]
++ ],
++
++ /**
++ * Some CSS properties can be used to improve the working of Hammer.
++ * Add them to this method and they will be set when creating a new Manager.
++ * @namespace
++ */
++ cssProps: {
++ /**
++ * Disables text selection to improve the dragging gesture. Mainly for desktop browsers.
++ * @type {String}
++ * @default 'none'
++ */
++ userSelect: 'none',
++
++ /**
++ * Disable the Windows Phone grippers when pressing an element.
++ * @type {String}
++ * @default 'none'
++ */
++ touchSelect: 'none',
++
++ /**
++ * Disables the default callout shown when you touch and hold a touch target.
++ * On iOS, when you touch and hold a touch target such as a link, Safari displays
++ * a callout containing information about the link. This property allows you to disable that callout.
++ * @type {String}
++ * @default 'none'
++ */
++ touchCallout: 'none',
++
++ /**
++ * Specifies whether zooming is enabled. Used by IE10>
++ * @type {String}
++ * @default 'none'
++ */
++ contentZooming: 'none',
++
++ /**
++ * Specifies that an entire element should be draggable instead of its contents. Mainly for desktop browsers.
++ * @type {String}
++ * @default 'none'
++ */
++ userDrag: 'none',
++
++ /**
++ * Overrides the highlight color shown when the user taps a link or a JavaScript
++ * clickable element in iOS. This property obeys the alpha value, if specified.
++ * @type {String}
++ * @default 'rgba(0,0,0,0)'
++ */
++ tapHighlightColor: 'rgba(0,0,0,0)'
++ }
++};
++
++var STOP = 1;
++var FORCED_STOP = 2;
++
++/**
++ * Manager
++ * @param {HTMLElement} element
++ * @param {Object} [options]
++ * @constructor
++ */
++function Manager(element, options) {
++ this.options = assign({}, Hammer.defaults, options || {});
++
++ this.options.inputTarget = this.options.inputTarget || element;
++
++ this.handlers = {};
++ this.session = {};
++ this.recognizers = [];
++ this.oldCssProps = {};
++
++ this.element = element;
++ this.input = createInputInstance(this);
++ this.touchAction = new TouchAction(this, this.options.touchAction);
++
++ toggleCssProps(this, true);
++
++ each(this.options.recognizers, function(item) {
++ var recognizer = this.add(new (item[0])(item[1]));
++ item[2] && recognizer.recognizeWith(item[2]);
++ item[3] && recognizer.requireFailure(item[3]);
++ }, this);
++}
++
++Manager.prototype = {
++ /**
++ * set options
++ * @param {Object} options
++ * @returns {Manager}
++ */
++ set: function(options) {
++ assign(this.options, options);
++
++ // Options that need a little more setup
++ if (options.touchAction) {
++ this.touchAction.update();
++ }
++ if (options.inputTarget) {
++ // Clean up existing event listeners and reinitialize
++ this.input.destroy();
++ this.input.target = options.inputTarget;
++ this.input.init();
++ }
++ return this;
++ },
++
++ /**
++ * stop recognizing for this session.
++ * This session will be discarded, when a new [input]start event is fired.
++ * When forced, the recognizer cycle is stopped immediately.
++ * @param {Boolean} [force]
++ */
++ stop: function(force) {
++ this.session.stopped = force ? FORCED_STOP : STOP;
++ },
++
++ /**
++ * run the recognizers!
++ * called by the inputHandler function on every movement of the pointers (touches)
++ * it walks through all the recognizers and tries to detect the gesture that is being made
++ * @param {Object} inputData
++ */
++ recognize: function(inputData) {
++ var session = this.session;
++ if (session.stopped) {
++ return;
++ }
++
++ // run the touch-action polyfill
++ this.touchAction.preventDefaults(inputData);
++
++ var recognizer;
++ var recognizers = this.recognizers;
++
++ // this holds the recognizer that is being recognized.
++ // so the recognizer's state needs to be BEGAN, CHANGED, ENDED or RECOGNIZED
++ // if no recognizer is detecting a thing, it is set to `null`
++ var curRecognizer = session.curRecognizer;
++
++ // reset when the last recognizer is recognized
++ // or when we're in a new session
++ if (!curRecognizer || (curRecognizer && curRecognizer.state & STATE_RECOGNIZED)) {
++ curRecognizer = session.curRecognizer = null;
++ }
++
++ var i = 0;
++ while (i < recognizers.length) {
++ recognizer = recognizers[i];
++
++ // find out if we are allowed try to recognize the input for this one.
++ // 1. allow if the session is NOT forced stopped (see the .stop() method)
++ // 2. allow if we still haven't recognized a gesture in this session, or the this recognizer is the one
++ // that is being recognized.
++ // 3. allow if the recognizer is allowed to run simultaneous with the current recognized recognizer.
++ // this can be setup with the `recognizeWith()` method on the recognizer.
++ if (session.stopped !== FORCED_STOP && ( // 1
++ !curRecognizer || recognizer == curRecognizer || // 2
++ recognizer.canRecognizeWith(curRecognizer))) { // 3
++ recognizer.recognize(inputData);
++ } else {
++ recognizer.reset();
++ }
++
++ // if the recognizer has been recognizing the input as a valid gesture, we want to store this one as the
++ // current active recognizer. but only if we don't already have an active recognizer
++ if (!curRecognizer && recognizer.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED)) {
++ curRecognizer = session.curRecognizer = recognizer;
++ }
++ i++;
++ }
++ },
++
++ /**
++ * get a recognizer by its event name.
++ * @param {Recognizer|String} recognizer
++ * @returns {Recognizer|Null}
++ */
++ get: function(recognizer) {
++ if (recognizer instanceof Recognizer) {
++ return recognizer;
++ }
++
++ var recognizers = this.recognizers;
++ for (var i = 0; i < recognizers.length; i++) {
++ if (recognizers[i].options.event == recognizer) {
++ return recognizers[i];
++ }
++ }
++ return null;
++ },
++
++ /**
++ * add a recognizer to the manager
++ * existing recognizers with the same event name will be removed
++ * @param {Recognizer} recognizer
++ * @returns {Recognizer|Manager}
++ */
++ add: function(recognizer) {
++ if (invokeArrayArg(recognizer, 'add', this)) {
++ return this;
++ }
++
++ // remove existing
++ var existing = this.get(recognizer.options.event);
++ if (existing) {
++ this.remove(existing);
++ }
++
++ this.recognizers.push(recognizer);
++ recognizer.manager = this;
++
++ this.touchAction.update();
++ return recognizer;
++ },
++
++ /**
++ * remove a recognizer by name or instance
++ * @param {Recognizer|String} recognizer
++ * @returns {Manager}
++ */
++ remove: function(recognizer) {
++ if (invokeArrayArg(recognizer, 'remove', this)) {
++ return this;
++ }
++
++ recognizer = this.get(recognizer);
++
++ // let's make sure this recognizer exists
++ if (recognizer) {
++ var recognizers = this.recognizers;
++ var index = inArray(recognizers, recognizer);
++
++ if (index !== -1) {
++ recognizers.splice(index, 1);
++ this.touchAction.update();
++ }
++ }
++
++ return this;
++ },
++
++ /**
++ * bind event
++ * @param {String} events
++ * @param {Function} handler
++ * @returns {EventEmitter} this
++ */
++ on: function(events, handler) {
++ if (events === undefined) {
++ return;
++ }
++ if (handler === undefined) {
++ return;
++ }
++
++ var handlers = this.handlers;
++ each(splitStr(events), function(event) {
++ handlers[event] = handlers[event] || [];
++ handlers[event].push(handler);
++ });
++ return this;
++ },
++
++ /**
++ * unbind event, leave emit blank to remove all handlers
++ * @param {String} events
++ * @param {Function} [handler]
++ * @returns {EventEmitter} this
++ */
++ off: function(events, handler) {
++ if (events === undefined) {
++ return;
++ }
++
++ var handlers = this.handlers;
++ each(splitStr(events), function(event) {
++ if (!handler) {
++ delete handlers[event];
++ } else {
++ handlers[event] && handlers[event].splice(inArray(handlers[event], handler), 1);
++ }
++ });
++ return this;
++ },
++
++ /**
++ * emit event to the listeners
++ * @param {String} event
++ * @param {Object} data
++ */
++ emit: function(event, data) {
++ // we also want to trigger dom events
++ if (this.options.domEvents) {
++ triggerDomEvent(event, data);
++ }
++
++ // no handlers, so skip it all
++ var handlers = this.handlers[event] && this.handlers[event].slice();
++ if (!handlers || !handlers.length) {
++ return;
++ }
++
++ data.type = event;
++ data.preventDefault = function() {
++ data.srcEvent.preventDefault();
++ };
++
++ var i = 0;
++ while (i < handlers.length) {
++ handlers[i](data);
++ i++;
++ }
++ },
++
++ /**
++ * destroy the manager and unbinds all events
++ * it doesn't unbind dom events, that is the user own responsibility
++ */
++ destroy: function() {
++ this.element && toggleCssProps(this, false);
++
++ this.handlers = {};
++ this.session = {};
++ this.input.destroy();
++ this.element = null;
++ }
++};
++
++/**
++ * add/remove the css properties as defined in manager.options.cssProps
++ * @param {Manager} manager
++ * @param {Boolean} add
++ */
++function toggleCssProps(manager, add) {
++ var element = manager.element;
++ if (!element.style) {
++ return;
++ }
++ var prop;
++ each(manager.options.cssProps, function(value, name) {
++ prop = prefixed(element.style, name);
++ if (add) {
++ manager.oldCssProps[prop] = element.style[prop];
++ element.style[prop] = value;
++ } else {
++ element.style[prop] = manager.oldCssProps[prop] || '';
++ }
++ });
++ if (!add) {
++ manager.oldCssProps = {};
++ }
++}
++
++/**
++ * trigger dom event
++ * @param {String} event
++ * @param {Object} data
++ */
++function triggerDomEvent(event, data) {
++ var gestureEvent = document.createEvent('Event');
++ gestureEvent.initEvent(event, true, true);
++ gestureEvent.gesture = data;
++ data.target.dispatchEvent(gestureEvent);
++}
++
++assign(Hammer, {
++ INPUT_START: INPUT_START,
++ INPUT_MOVE: INPUT_MOVE,
++ INPUT_END: INPUT_END,
++ INPUT_CANCEL: INPUT_CANCEL,
++
++ STATE_POSSIBLE: STATE_POSSIBLE,
++ STATE_BEGAN: STATE_BEGAN,
++ STATE_CHANGED: STATE_CHANGED,
++ STATE_ENDED: STATE_ENDED,
++ STATE_RECOGNIZED: STATE_RECOGNIZED,
++ STATE_CANCELLED: STATE_CANCELLED,
++ STATE_FAILED: STATE_FAILED,
++
++ DIRECTION_NONE: DIRECTION_NONE,
++ DIRECTION_LEFT: DIRECTION_LEFT,
++ DIRECTION_RIGHT: DIRECTION_RIGHT,
++ DIRECTION_UP: DIRECTION_UP,
++ DIRECTION_DOWN: DIRECTION_DOWN,
++ DIRECTION_HORIZONTAL: DIRECTION_HORIZONTAL,
++ DIRECTION_VERTICAL: DIRECTION_VERTICAL,
++ DIRECTION_ALL: DIRECTION_ALL,
++
++ Manager: Manager,
++ Input: Input,
++ TouchAction: TouchAction,
++
++ TouchInput: TouchInput,
++ MouseInput: MouseInput,
++ PointerEventInput: PointerEventInput,
++ TouchMouseInput: TouchMouseInput,
++ SingleTouchInput: SingleTouchInput,
++
++ Recognizer: Recognizer,
++ AttrRecognizer: AttrRecognizer,
++ Tap: TapRecognizer,
++ Pan: PanRecognizer,
++ Swipe: SwipeRecognizer,
++ Pinch: PinchRecognizer,
++ Rotate: RotateRecognizer,
++ Press: PressRecognizer,
++
++ on: addEventListeners,
++ off: removeEventListeners,
++ each: each,
++ merge: merge,
++ extend: extend,
++ assign: assign,
++ inherit: inherit,
++ bindFn: bindFn,
++ prefixed: prefixed
++});
++
++// this prevents errors when Hammer is loaded in the presence of an AMD
++// style loader but by script tag, not by the loader.
++var freeGlobal = (typeof window !== 'undefined' ? window : (typeof self !== 'undefined' ? self : {})); // jshint ignore:line
++freeGlobal.Hammer = Hammer;
++
++if (typeof define === 'function' && define.amd) {
++ define(function() {
++ return Hammer;
++ });
++} else if (typeof module != 'undefined' && module.exports) {
++ module.exports = Hammer;
++} else {
++ window[exportName] = Hammer;
++}
++
++})(window, document, 'Hammer');