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https://www.crossoveroutreach.org/files/theme/plugins.js?1623537528

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vendor: 18,241 bytes, lines 1-706
1/*! Hammer.JS - v2.0.4 - 2014-09-28
2 * http://hammerjs.github.io/
3 *
4 * Copyright (c) 2014 Jorik Tangelder;
5 * Licensed under the MIT license */
6(function(window, document, exportName, undefined) {
7  'use strict';
8
9  var VENDOR_PREFIXES = ['', 'webkit', 'moz', 'MS', 'ms', 'o'];
10  var TEST_ELEMENT = document.createElement('div');
11
12  var TYPE_FUNCTION = 'function';
13
14  var round = Math.round;
15  var abs = Math.abs;
16  var now = Date.now;
17
18  /**
19   * set a timeout with a given scope
20   * @param {Function} fn
21   * @param {Number} timeout
22   * @param {Object} context
23   * @returns {number}
24   */
25  function setTimeoutContext(fn, timeout, context) {
26    return setTimeout(bindFn(fn, context), timeout);
27  }
28
29  /**
30   * if the argument is an array, we want to execute the fn on each entry
31   * if it aint an array we don't want to do a thing.
32   * this is used by all the methods that accept a single and array argument.
33   * @param {*|Array} arg
34   * @param {String} fn
35   * @param {Object} [context]
36   * @returns {Boolean}
37   */
38  function invokeArrayArg(arg, fn, context) {
39    if (Array.isArray(arg)) {
40      each(arg, context[fn], context);
41      return true;
42    }
43    return false;
44  }
45
46  /**
47   * walk objects and arrays
48   * @param {Object} obj
49   * @param {Function} iterator
50   * @param {Object} context
51   */
52  function each(obj, iterator, context) {
53    var i;
54
55    if (!obj) {
56      return;
57    }
58
59    if (obj.forEach) {
60      obj.forEach(iterator, context);
61    } else if (obj.length !== undefined) {
62      i = 0;
63      while (i < obj.length) {
64        iterator.call(context, obj[i], i, obj);
65        i++;
66      }
67    } else {
68      for (i in obj) {
69        obj.hasOwnProperty(i) && iterator.call(context, obj[i], i, obj);
70      }
71    }
72  }
73
74  /**
75   * extend object.
76   * means that properties in dest will be overwritten by the ones in src.
77   * @param {Object} dest
78   * @param {Object} src
79   * @param {Boolean} [merge]
80   * @returns {Object} dest
81   */
82  function extend(dest, src, merge) {
83    var keys = Object.keys(src);
84    var i = 0;
85    while (i < keys.length) {
86      if (!merge || (merge && dest[keys[i]] === undefined)) {
87        dest[keys[i]] = src[keys[i]];
88      }
89      i++;
90    }
91    return dest;
92  }
93
94  /**
95   * merge the values from src in the dest.
96   * means that properties that exist in dest will not be overwritten by src
97   * @param {Object} dest
98   * @param {Object} src
99   * @returns {Object} dest
100   */
101  function merge(dest, src) {
102    return extend(dest, src, true);
103  }
104
105  /**
106   * simple class inheritance
107   * @param {Function} child
108   * @param {Function} base
109   * @param {Object} [properties]
110   */
111  function inherit(child, base, properties) {
112    var baseP = base.prototype,
113      childP;
114
115    childP = child.prototype = Object.create(baseP);
116    childP.constructor = child;
117    childP._super = baseP;
118
119    if (properties) {
120      extend(childP, properties);
121    }
122  }
123
124  /**
125   * simple function bind
126   * @param {Function} fn
127   * @param {Object} context
128   * @returns {Function}
129   */
130  function bindFn(fn, context) {
131    return function boundFn() {
132      return fn.apply(context, arguments);
133    };
134  }
135
136  /**
137   * let a boolean value also be a function that must return a boolean
138   * this first item in args will be used as the context
139   * @param {Boolean|Function} val
140   * @param {Array} [args]
141   * @returns {Boolean}
142   */
143  function boolOrFn(val, args) {
144    if (typeof val == TYPE_FUNCTION) {
145      return val.apply(args ? args[0] || undefined : undefined, args);
146    }
147    return val;
148  }
149
150  /**
151   * use the val2 when val1 is undefined
152   * @param {*} val1
153   * @param {*} val2
154   * @returns {*}
155   */
156  function ifUndefined(val1, val2) {
157    return (val1 === undefined) ? val2 : val1;
158  }
159
160  /**
161   * addEventListener with multiple events at once
162   * @param {EventTarget} target
163   * @param {String} types
164   * @param {Function} handler
165   */
166  function addEventListeners(target, types, handler) {
167    each(splitStr(types), function(type) {
168      target.addEventListener(type, handler, false);
169    });
170  }
171
172  /**
173   * removeEventListener with multiple events at once
174   * @param {EventTarget} target
175   * @param {String} types
176   * @param {Function} handler
177   */
178  function removeEventListeners(target, types, handler) {
179    each(splitStr(types), function(type) {
180      target.removeEventListener(type, handler, false);
181    });
182  }
183
184  /**
185   * find if a node is in the given parent
186   * @method hasParent
187   * @param {HTMLElement} node
188   * @param {HTMLElement} parent
189   * @return {Boolean} found
190   */
191  function hasParent(node, parent) {
192    while (node) {
193      if (node == parent) {
194        return true;
195      }
196      node = node.parentNode;
197    }
198    return false;
199  }
200
201  /**
202   * small indexOf wrapper
203   * @param {String} str
204   * @param {String} find
205   * @returns {Boolean} found
206   */
207  function inStr(str, find) {
208    return str.indexOf(find) > -1;
209  }
210
211  /**
212   * split string on whitespace
213   * @param {String} str
214   * @returns {Array} words
215   */
216  function splitStr(str) {
217    return str.trim().split(/\s+/g);
218  }
219
220  /**
221   * find if a array contains the object using indexOf or a simple polyFill
222   * @param {Array} src
223   * @param {String} find
224   * @param {String} [findByKey]
225   * @return {Boolean|Number} false when not found, or the index
226   */
227  function inArray(src, find, findByKey) {
228    if (src.indexOf && !findByKey) {
229      return src.indexOf(find);
230    } else {
231      var i = 0;
232      while (i < src.length) {
233        if ((findByKey && src[i][findByKey] == find) || (!findByKey && src[i] === find)) {
234          return i;
235        }
236        i++;
237      }
238      return -1;
239    }
240  }
241
242  /**
243   * convert array-like objects to real arrays
244   * @param {Object} obj
245   * @returns {Array}
246   */
247  function toArray(obj) {
248    return Array.prototype.slice.call(obj, 0);
249  }
250
251  /**
252   * unique array with objects based on a key (like 'id') or just by the array's value
253   * @param {Array} src [{id:1},{id:2},{id:1}]
254   * @param {String} [key]
255   * @param {Boolean} [sort=False]
256   * @returns {Array} [{id:1},{id:2}]
257   */
258  function uniqueArray(src, key, sort) {
259    var results = [];
260    var values = [];
261    var i = 0;
262
263    while (i < src.length) {
264      var val = key ? src[i][key] : src[i];
265      if (inArray(values, val) < 0) {
266        results.push(src[i]);
267      }
268      values[i] = val;
269      i++;
270    }
271
272    if (sort) {
273      if (!key) {
274        results = results.sort();
275      } else {
276        results = results.sort(function sortUniqueArray(a, b) {
277          return a[key] > b[key];
278        });
279      }
280    }
281
282    return results;
283  }
284
285  /**
286   * get the prefixed property
287   * @param {Object} obj
288   * @param {String} property
289   * @returns {String|Undefined} prefixed
290   */
291  function prefixed(obj, property) {
292    var prefix, prop;
293    var camelProp = property[0].toUpperCase() + property.slice(1);
294
295    var i = 0;
296    while (i < VENDOR_PREFIXES.length) {
297      prefix = VENDOR_PREFIXES[i];
298      prop = (prefix) ? prefix + camelProp : property;
299
300      if (prop in obj) {
301        return prop;
302      }
303      i++;
304    }
305    return undefined;
306  }
307
308  /**
309   * get a unique id
310   * @returns {number} uniqueId
311   */
312  var _uniqueId = 1;
313
314  function uniqueId() {
315    return _uniqueId++;
316  }
317
318  /**
319   * get the window object of an element
320   * @param {HTMLElement} element
321   * @returns {DocumentView|Window}
322   */
323  function getWindowForElement(element) {
324    var doc = element.ownerDocument;
325    return (doc.defaultView || doc.parentWindow);
326  }
327
328  var MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i;
329
330  var SUPPORT_TOUCH = ('ontouchstart' in window);
331  var SUPPORT_POINTER_EVENTS = prefixed(window, 'PointerEvent') !== undefined;
332  var SUPPORT_ONLY_TOUCH = SUPPORT_TOUCH && MOBILE_REGEX.test(navigator.userAgent);
333
334  var INPUT_TYPE_TOUCH = 'touch';
335  var INPUT_TYPE_PEN = 'pen';
336  var INPUT_TYPE_MOUSE = 'mouse';
337  var INPUT_TYPE_KINECT = 'kinect';
338
339  var COMPUTE_INTERVAL = 25;
340
341  var INPUT_START = 1;
342  var INPUT_MOVE = 2;
343  var INPUT_END = 4;
344  var INPUT_CANCEL = 8;
345
346  var DIRECTION_NONE = 1;
347  var DIRECTION_LEFT = 2;
348  var DIRECTION_RIGHT = 4;
349  var DIRECTION_UP = 8;
350  var DIRECTION_DOWN = 16;
351
352  var DIRECTION_HORIZONTAL = DIRECTION_LEFT | DIRECTION_RIGHT;
353  var DIRECTION_VERTICAL = DIRECTION_UP | DIRECTION_DOWN;
354  var DIRECTION_ALL = DIRECTION_HORIZONTAL | DIRECTION_VERTICAL;
355
356  var PROPS_XY = ['x', 'y'];
357  var PROPS_CLIENT_XY = ['clientX', 'clientY'];
358
359  /**
360   * create new input type manager
361   * @param {Manager} manager
362   * @param {Function} callback
363   * @returns {Input}
364   * @constructor
365   */
366  function Input(manager, callback) {
367    var self = this;
368    this.manager = manager;
369    this.callback = callback;
370    this.element = manager.element;
371    this.target = manager.options.inputTarget;
372
373    // smaller wrapper around the handler, for the scope and the enabled state of the manager,
374    // so when disabled the input events are completely bypassed.
375    this.domHandler = function(ev) {
376      if (boolOrFn(manager.options.enable, [manager])) {
377        self.handler(ev);
378      }
379    };
380
381    this.init();
382
383  }
384
385  Input.prototype = {
386    /**
387     * should handle the inputEvent data and trigger the callback
388     * @virtual
389     */
390    handler: function() {
391    },
392
393    /**
394     * bind the events
395     */
396    init: function() {
397      this.evEl && addEventListeners(this.element, this.evEl, this.domHandler);
398      this.evTarget && addEventListeners(this.target, this.evTarget, this.domHandler);
399      this.evWin && addEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
400    },
401
402    /**
403     * unbind the events
404     */
405    destroy: function() {
406      this.evEl && removeEventListeners(this.element, this.evEl, this.domHandler);
407      this.evTarget && removeEventListeners(this.target, this.evTarget, this.domHandler);
408      this.evWin && removeEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
409    }
410  };
411
412  /**
413   * create new input type manager
414   * called by the Manager constructor
415   * @param {Hammer} manager
416   * @returns {Input}
417   */
418  function createInputInstance(manager) {
419    var Type;
420    var inputClass = manager.options.inputClass;
421
422    if (inputClass) {
423      Type = inputClass;
424    } else if (SUPPORT_POINTER_EVENTS) {
425      Type = PointerEventInput;
426    } else if (SUPPORT_ONLY_TOUCH) {
427      Type = TouchInput;
428    } else if (!SUPPORT_TOUCH) {
429      Type = MouseInput;
430    } else {
431      Type = TouchMouseInput;
432    }
433    return new (Type)(manager, inputHandler);
434  }
435
436  /**
437   * handle input events
438   * @param {Manager} manager
439   * @param {String} eventType
440   * @param {Object} input
441   */
442  function inputHandler(manager, eventType, input) {
443    var pointersLen = input.pointers.length;
444    var changedPointersLen = input.changedPointers.length;
445    var isFirst = (eventType & INPUT_START && (pointersLen - changedPointersLen === 0));
446    var isFinal = (eventType & (INPUT_END | INPUT_CANCEL) && (pointersLen - changedPointersLen === 0));
447
448    input.isFirst = !!isFirst;
449    input.isFinal = !!isFinal;
450
451    if (isFirst) {
452      manager.session = {};
453    }
454
455    // source event is the normalized value of the domEvents
456    // like 'touchstart, mouseup, pointerdown'
457    input.eventType = eventType;
458
459    // compute scale, rotation etc
460    computeInputData(manager, input);
461
462    // emit secret event
463    manager.emit('hammer.input', input);
464
465    manager.recognize(input);
466    manager.session.prevInput = input;
467  }
468
469  /**
470   * extend the data with some usable properties like scale, rotate, velocity etc
471   * @param {Object} manager
472   * @param {Object} input
473   */
474  function computeInputData(manager, input) {
475    var session = manager.session;
476    var pointers = input.pointers;
477    var pointersLength = pointers.length;
478
479    // store the first input to calculate the distance and direction
480    if (!session.firstInput) {
481      session.firstInput = simpleCloneInputData(input);
482    }
483
484    // to compute scale and rotation we need to store the multiple touches
485    if (pointersLength > 1 && !session.firstMultiple) {
486      session.firstMultiple = simpleCloneInputData(input);
487    } else if (pointersLength === 1) {
488      session.firstMultiple = false;
489    }
490
491    var firstInput = session.firstInput;
492    var firstMultiple = session.firstMultiple;
493    var offsetCenter = firstMultiple ? firstMultiple.center : firstInput.center;
494
495    var center = input.center = getCenter(pointers);
496    input.timeStamp = now();
497    input.deltaTime = input.timeStamp - firstInput.timeStamp;
498
499    input.angle = getAngle(offsetCenter, center);
500    input.distance = getDistance(offsetCenter, center);
501
502    computeDeltaXY(session, input);
503    input.offsetDirection = getDirection(input.deltaX, input.deltaY);
504
505    input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;
506    input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;
507
508    computeIntervalInputData(session, input);
509
510    // find the correct target
511    var target = manager.element;
512    if (hasParent(input.srcEvent.target, target)) {
513      target = input.srcEvent.target;
514    }
515    input.target = target;
516  }
517
518  function computeDeltaXY(session, input) {
519    var center = input.center;
520    var offset = session.offsetDelta || {};
521    var prevDelta = session.prevDelta || {};
522    var prevInput = session.prevInput || {};
523
524    if (input.eventType === INPUT_START || prevInput.eventType === INPUT_END) {
525      prevDelta = session.prevDelta = {
526        x: prevInput.deltaX || 0,
527        y: prevInput.deltaY || 0
528      };
529
530      offset = session.offsetDelta = {
531        x: center.x,
532        y: center.y
533      };
534    }
535
536    input.deltaX = prevDelta.x + (center.x - offset.x);
537    input.deltaY = prevDelta.y + (center.y - offset.y);
538  }
539
540  /**
541   * velocity is calculated every x ms
542   * @param {Object} session
543   * @param {Object} input
544   */
545  function computeIntervalInputData(session, input) {
546    var last = session.lastInterval || input,
547      deltaTime = input.timeStamp - last.timeStamp,
548      velocity, velocityX, velocityY, direction;
549
550    if (input.eventType != INPUT_CANCEL && (deltaTime > COMPUTE_INTERVAL || last.velocity === undefined)) {
551      var deltaX = last.deltaX - input.deltaX;
552      var deltaY = last.deltaY - input.deltaY;
553
554      var v = getVelocity(deltaTime, deltaX, deltaY);
555      velocityX = v.x;
556      velocityY = v.y;
557      velocity = (abs(v.x) > abs(v.y)) ? v.x : v.y;
558      direction = getDirection(deltaX, deltaY);
559
560      session.lastInterval = input;
561    } else {
562      // use latest velocity info if it doesn't overtake a minimum period
563      velocity = last.velocity;
564      velocityX = last.velocityX;
565      velocityY = last.velocityY;
566      direction = last.direction;
567    }
568
569    input.velocity = velocity;
570    input.velocityX = velocityX;
571    input.velocityY = velocityY;
572    input.direction = direction;
573  }
574
575  /**
576   * create a simple clone from the input used for storage of firstInput and firstMultiple
577   * @param {Object} input
578   * @returns {Object} clonedInputData
579   */
580  function simpleCloneInputData(input) {
581    // make a simple copy of the pointers because we will get a reference if we don't
582    // we only need clientXY for the calculations
583    var pointers = [];
584    var i = 0;
585    while (i < input.pointers.length) {
586      pointers[i] = {
587        clientX: round(input.pointers[i].clientX),
588        clientY: round(input.pointers[i].clientY)
589      };
590      i++;
591    }
592
593    return {
594      timeStamp: now(),
595      pointers: pointers,
596      center: getCenter(pointers),
597      deltaX: input.deltaX,
598      deltaY: input.deltaY
599    };
600  }
601
602  /**
603   * get the center of all the pointers
604   * @param {Array} pointers
605   * @return {Object} center contains `x` and `y` properties
606   */
607  function getCenter(pointers) {
608    var pointersLength = pointers.length;
609
610    // no need to loop when only one touch
611    if (pointersLength === 1) {
612      return {
613        x: round(pointers[0].clientX),
614        y: round(pointers[0].clientY)
615      };
616    }
617
618    var x = 0, y = 0, i = 0;
619    while (i < pointersLength) {
620      x += pointers[i].clientX;
621      y += pointers[i].clientY;
622      i++;
623    }
624
625    return {
626      x: round(x / pointersLength),
627      y: round(y / pointersLength)
628    };
629  }
630
631  /**
632   * calculate the velocity between two points. unit is in px per ms.
633   * @param {Number} deltaTime
634   * @param {Number} x
635   * @param {Number} y
636   * @return {Object} velocity `x` and `y`
637   */
638  function getVelocity(deltaTime, x, y) {
639    return {
640      x: x / deltaTime || 0,
641      y: y / deltaTime || 0
642    };
643  }
644
645  /**
646   * get the direction between two points
647   * @param {Number} x
648   * @param {Number} y
649   * @return {Number} direction
650   */
651  function getDirection(x, y) {
652    if (x === y) {
653      return DIRECTION_NONE;
654    }
655
656    if (abs(x) >= abs(y)) {
657      return x > 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;
658    }
659    return y > 0 ? DIRECTION_UP : DIRECTION_DOWN;
660  }
661
662  /**
663   * calculate the absolute distance between two points
664   * @param {Object} p1 {x, y}
665   * @param {Object} p2 {x, y}
666   * @param {Array} [props] containing x and y keys
667   * @return {Number} distance
668   */
669  function getDistance(p1, p2, props) {
670    if (!props) {
671      props = PROPS_XY;
672    }
673    var x = p2[props[0]] - p1[props[0]],
674      y = p2[props[1]] - p1[props[1]];
675
676    return Math.sqrt((x * x) + (y * y));
677  }
678
679  /**
680   * calculate the angle between two coordinates
681   * @param {Object} p1
682   * @param {Object} p2
683   * @param {Array} [props] containing x and y keys
684   * @return {Number} angle
685   */
686  function getAngle(p1, p2, props) {
687    if (!props) {
688      props = PROPS_XY;
689    }
690    var x = p2[props[0]] - p1[props[0]],
691      y = p2[props[1]] - p1[props[1]];
692    return Math.atan2(y, x) * 180 / Math.PI;
693  }
694
695  /**
696   * calculate the rotation degrees between two pointersets
697   * @param {Array} start array of pointers
698   * @param {Array} end array of pointers
699   * @return {Number} rotation
700   */
701  function getRotation(start, end) {
702    return getAngle(end[1], end[0], PROPS_CLIENT_XY) - getAngle(start[1], start[0], PROPS_CLIENT_XY);
703  }
704
705  /**
706   * calculate the scale factor between two pointersets
vendor: 19,643 bytes, lines 707-1416
707   * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out
708   * @param {Array} start array of pointers
709   * @param {Array} end array of pointers
710   * @return {Number} scale
711   */
712  function getScale(start, end) {
713    return getDistance(end[0], end[1], PROPS_CLIENT_XY) / getDistance(start[0], start[1], PROPS_CLIENT_XY);
714  }
715
716  var MOUSE_INPUT_MAP = {
717    mousedown: INPUT_START,
718    mousemove: INPUT_MOVE,
719    mouseup: INPUT_END
720  };
721
722  var MOUSE_ELEMENT_EVENTS = 'mousedown';
723  var MOUSE_WINDOW_EVENTS = 'mousemove mouseup';
724
725  /**
726   * Mouse events input
727   * @constructor
728   * @extends Input
729   */
730  function MouseInput() {
731    this.evEl = MOUSE_ELEMENT_EVENTS;
732    this.evWin = MOUSE_WINDOW_EVENTS;
733
734    this.allow = true; // used by Input.TouchMouse to disable mouse events
735    this.pressed = false; // mousedown state
736
737    Input.apply(this, arguments);
738  }
739
740  inherit(MouseInput, Input, {
741    /**
742     * handle mouse events
743     * @param {Object} ev
744     */
745    handler: function MEhandler(ev) {
746      var eventType = MOUSE_INPUT_MAP[ev.type];
747
748      // on start we want to have the left mouse button down
749      if (eventType & INPUT_START && ev.button === 0) {
750        this.pressed = true;
751      }
752
753      if (eventType & INPUT_MOVE && ev.which !== 1) {
754        eventType = INPUT_END;
755      }
756
757      // mouse must be down, and mouse events are allowed (see the TouchMouse input)
758      if (!this.pressed || !this.allow) {
759        return;
760      }
761
762      if (eventType & INPUT_END) {
763        this.pressed = false;
764      }
765
766      this.callback(this.manager, eventType, {
767        pointers: [ev],
768        changedPointers: [ev],
769        pointerType: INPUT_TYPE_MOUSE,
770        srcEvent: ev
771      });
772    }
773  });
774
775  var POINTER_INPUT_MAP = {
776    pointerdown: INPUT_START,
777    pointermove: INPUT_MOVE,
778    pointerup: INPUT_END,
779    pointercancel: INPUT_CANCEL,
780    pointerout: INPUT_CANCEL
781  };
782
783// in IE10 the pointer types is defined as an enum
784  var IE10_POINTER_TYPE_ENUM = {
785    2: INPUT_TYPE_TOUCH,
786    3: INPUT_TYPE_PEN,
787    4: INPUT_TYPE_MOUSE,
788    5: INPUT_TYPE_KINECT // see https://twitter.com/jacobrossi/status/480596438489890816
789  };
790
791  var POINTER_ELEMENT_EVENTS = 'pointerdown';
792  var POINTER_WINDOW_EVENTS = 'pointermove pointerup pointercancel';
793
794// IE10 has prefixed support, and case-sensitive
795  if (window.MSPointerEvent) {
796    POINTER_ELEMENT_EVENTS = 'MSPointerDown';
797    POINTER_WINDOW_EVENTS = 'MSPointerMove MSPointerUp MSPointerCancel';
798  }
799
800  /**
801   * Pointer events input
802   * @constructor
803   * @extends Input
804   */
805  function PointerEventInput() {
806    this.evEl = POINTER_ELEMENT_EVENTS;
807    this.evWin = POINTER_WINDOW_EVENTS;
808
809    Input.apply(this, arguments);
810
811    this.store = (this.manager.session.pointerEvents = []);
812  }
813
814  inherit(PointerEventInput, Input, {
815    /**
816     * handle mouse events
817     * @param {Object} ev
818     */
819    handler: function PEhandler(ev) {
820      var store = this.store;
821      var removePointer = false;
822
823      var eventTypeNormalized = ev.type.toLowerCase().replace('ms', '');
824      var eventType = POINTER_INPUT_MAP[eventTypeNormalized];
825      var pointerType = IE10_POINTER_TYPE_ENUM[ev.pointerType] || ev.pointerType;
826
827      var isTouch = (pointerType == INPUT_TYPE_TOUCH);
828
829      // get index of the event in the store
830      var storeIndex = inArray(store, ev.pointerId, 'pointerId');
831
832      // start and mouse must be down
833      if (eventType & INPUT_START && (ev.button === 0 || isTouch)) {
834        if (storeIndex < 0) {
835          store.push(ev);
836          storeIndex = store.length - 1;
837        }
838      } else if (eventType & (INPUT_END | INPUT_CANCEL)) {
839        removePointer = true;
840      }
841
842      // it not found, so the pointer hasn't been down (so it's probably a hover)
843      if (storeIndex < 0) {
844        return;
845      }
846
847      // update the event in the store
848      store[storeIndex] = ev;
849
850      this.callback(this.manager, eventType, {
851        pointers: store,
852        changedPointers: [ev],
853        pointerType: pointerType,
854        srcEvent: ev
855      });
856
857      if (removePointer) {
858        // remove from the store
859        store.splice(storeIndex, 1);
860      }
861    }
862  });
863
864  var SINGLE_TOUCH_INPUT_MAP = {
865    touchstart: INPUT_START,
866    touchmove: INPUT_MOVE,
867    touchend: INPUT_END,
868    touchcancel: INPUT_CANCEL
869  };
870
871  var SINGLE_TOUCH_TARGET_EVENTS = 'touchstart';
872  var SINGLE_TOUCH_WINDOW_EVENTS = 'touchstart touchmove touchend touchcancel';
873
874  /**
875   * Touch events input
876   * @constructor
877   * @extends Input
878   */
879  function SingleTouchInput() {
880    this.evTarget = SINGLE_TOUCH_TARGET_EVENTS;
881    this.evWin = SINGLE_TOUCH_WINDOW_EVENTS;
882    this.started = false;
883
884    Input.apply(this, arguments);
885  }
886
887  inherit(SingleTouchInput, Input, {
888    handler: function TEhandler(ev) {
889      var type = SINGLE_TOUCH_INPUT_MAP[ev.type];
890
891      // should we handle the touch events?
892      if (type === INPUT_START) {
893        this.started = true;
894      }
895
896      if (!this.started) {
897        return;
898      }
899
900      var touches = normalizeSingleTouches.call(this, ev, type);
901
902      // when done, reset the started state
903      if (type & (INPUT_END | INPUT_CANCEL) && touches[0].length - touches[1].length === 0) {
904        this.started = false;
905      }
906
907      this.callback(this.manager, type, {
908        pointers: touches[0],
909        changedPointers: touches[1],
910        pointerType: INPUT_TYPE_TOUCH,
911        srcEvent: ev
912      });
913    }
914  });
915
916  /**
917   * @this {TouchInput}
918   * @param {Object} ev
919   * @param {Number} type flag
920   * @returns {undefined|Array} [all, changed]
921   */
922  function normalizeSingleTouches(ev, type) {
923    var all = toArray(ev.touches);
924    var changed = toArray(ev.changedTouches);
925
926    if (type & (INPUT_END | INPUT_CANCEL)) {
927      all = uniqueArray(all.concat(changed), 'identifier', true);
928    }
929
930    return [all, changed];
931  }
932
933  var TOUCH_INPUT_MAP = {
934    touchstart: INPUT_START,
935    touchmove: INPUT_MOVE,
936    touchend: INPUT_END,
937    touchcancel: INPUT_CANCEL
938  };
939
940  var TOUCH_TARGET_EVENTS = 'touchstart touchmove touchend touchcancel';
941
942  /**
943   * Multi-user touch events input
944   * @constructor
945   * @extends Input
946   */
947  function TouchInput() {
948    this.evTarget = TOUCH_TARGET_EVENTS;
949    this.targetIds = {};
950
951    Input.apply(this, arguments);
952  }
953
954  inherit(TouchInput, Input, {
955    handler: function MTEhandler(ev) {
956      var type = TOUCH_INPUT_MAP[ev.type];
957      var touches = getTouches.call(this, ev, type);
958      if (!touches) {
959        return;
960      }
961
962      this.callback(this.manager, type, {
963        pointers: touches[0],
964        changedPointers: touches[1],
965        pointerType: INPUT_TYPE_TOUCH,
966        srcEvent: ev
967      });
968    }
969  });
970
971  /**
972   * @this {TouchInput}
973   * @param {Object} ev
974   * @param {Number} type flag
975   * @returns {undefined|Array} [all, changed]
976   */
977  function getTouches(ev, type) {
978    var allTouches = toArray(ev.touches);
979    var targetIds = this.targetIds;
980
981    // when there is only one touch, the process can be simplified
982    if (type & (INPUT_START | INPUT_MOVE) && allTouches.length === 1) {
983      targetIds[allTouches[0].identifier] = true;
984      return [allTouches, allTouches];
985    }
986
987    var i,
988      targetTouches,
989      changedTouches = toArray(ev.changedTouches),
990      changedTargetTouches = [],
991      target = this.target;
992
993    // get target touches from touches
994    targetTouches = allTouches.filter(function(touch) {
995      return hasParent(touch.target, target);
996    });
997
998    // collect touches
999    if (type === INPUT_START) {
1000      i = 0;
1001      while (i < targetTouches.length) {
1002        targetIds[targetTouches[i].identifier] = true;
1003        i++;
1004      }
1005    }
1006
1007    // filter changed touches to only contain touches that exist in the collected target ids
1008    i = 0;
1009    while (i < changedTouches.length) {
1010      if (targetIds[changedTouches[i].identifier]) {
1011        changedTargetTouches.push(changedTouches[i]);
1012      }
1013
1014      // cleanup removed touches
1015      if (type & (INPUT_END | INPUT_CANCEL)) {
1016        delete targetIds[changedTouches[i].identifier];
1017      }
1018      i++;
1019    }
1020
1021    if (!changedTargetTouches.length) {
1022      return;
1023    }
1024
1025    return [
1026      // merge targetTouches with changedTargetTouches so it contains ALL touches, including 'end' and 'cancel'
1027      uniqueArray(targetTouches.concat(changedTargetTouches), 'identifier', true),
1028      changedTargetTouches
1029    ];
1030  }
1031
1032  /**
1033   * Combined touch and mouse input
1034   *
1035   * Touch has a higher priority then mouse, and while touching no mouse events are allowed.
1036   * This because touch devices also emit mouse events while doing a touch.
1037   *
1038   * @constructor
1039   * @extends Input
1040   */
1041  function TouchMouseInput() {
1042    Input.apply(this, arguments);
1043
1044    var handler = bindFn(this.handler, this);
1045    this.touch = new TouchInput(this.manager, handler);
1046    this.mouse = new MouseInput(this.manager, handler);
1047  }
1048
1049  inherit(TouchMouseInput, Input, {
1050    /**
1051     * handle mouse and touch events
1052     * @param {Hammer} manager
1053     * @param {String} inputEvent
1054     * @param {Object} inputData
1055     */
1056    handler: function TMEhandler(manager, inputEvent, inputData) {
1057      var isTouch = (inputData.pointerType == INPUT_TYPE_TOUCH),
1058        isMouse = (inputData.pointerType == INPUT_TYPE_MOUSE);
1059
1060      // when we're in a touch event, so  block all upcoming mouse events
1061      // most mobile browser also emit mouseevents, right after touchstart
1062      if (isTouch) {
1063        this.mouse.allow = false;
1064      } else if (isMouse && !this.mouse.allow) {
1065        return;
1066      }
1067
1068      // reset the allowMouse when we're done
1069      if (inputEvent & (INPUT_END | INPUT_CANCEL)) {
1070        this.mouse.allow = true;
1071      }
1072
1073      this.callback(manager, inputEvent, inputData);
1074    },
1075
1076    /**
1077     * remove the event listeners
1078     */
1079    destroy: function destroy() {
1080      this.touch.destroy();
1081      this.mouse.destroy();
1082    }
1083  });
1084
1085  var PREFIXED_TOUCH_ACTION = prefixed(TEST_ELEMENT.style, 'touchAction');
1086  var NATIVE_TOUCH_ACTION = PREFIXED_TOUCH_ACTION !== undefined;
1087
1088// magical touchAction value
1089  var TOUCH_ACTION_COMPUTE = 'compute';
1090  var TOUCH_ACTION_AUTO = 'auto';
1091  var TOUCH_ACTION_MANIPULATION = 'manipulation'; // not implemented
1092  var TOUCH_ACTION_NONE = 'none';
1093  var TOUCH_ACTION_PAN_X = 'pan-x';
1094  var TOUCH_ACTION_PAN_Y = 'pan-y';
1095
1096  /**
1097   * Touch Action
1098   * sets the touchAction property or uses the js alternative
1099   * @param {Manager} manager
1100   * @param {String} value
1101   * @constructor
1102   */
1103  function TouchAction(manager, value) {
1104    this.manager = manager;
1105    this.set(value);
1106  }
1107
1108  TouchAction.prototype = {
1109    /**
1110     * set the touchAction value on the element or enable the polyfill
1111     * @param {String} value
1112     */
1113    set: function(value) {
1114      // find out the touch-action by the event handlers
1115      if (value == TOUCH_ACTION_COMPUTE) {
1116        value = this.compute();
1117      }
1118
1119      if (NATIVE_TOUCH_ACTION) {
1120        this.manager.element.style[PREFIXED_TOUCH_ACTION] = value;
1121      }
1122      this.actions = value.toLowerCase().trim();
1123    },
1124
1125    /**
1126     * just re-set the touchAction value
1127     */
1128    update: function() {
1129      this.set(this.manager.options.touchAction);
1130    },
1131
1132    /**
1133     * compute the value for the touchAction property based on the recognizer's settings
1134     * @returns {String} value
1135     */
1136    compute: function() {
1137      var actions = [];
1138      each(this.manager.recognizers, function(recognizer) {
1139        if (boolOrFn(recognizer.options.enable, [recognizer])) {
1140          actions = actions.concat(recognizer.getTouchAction());
1141        }
1142      });
1143      return cleanTouchActions(actions.join(' '));
1144    },
1145
1146    /**
1147     * this method is called on each input cycle and provides the preventing of the browser behavior
1148     * @param {Object} input
1149     */
1150    preventDefaults: function(input) {
1151      // not needed with native support for the touchAction property
1152      if (NATIVE_TOUCH_ACTION) {
1153        return;
1154      }
1155
1156      var srcEvent = input.srcEvent;
1157      var direction = input.offsetDirection;
1158
1159      // if the touch action did prevented once this session
1160      if (this.manager.session.prevented) {
1161        srcEvent.preventDefault();
1162        return;
1163      }
1164
1165      var actions = this.actions;
1166      var hasNone = inStr(actions, TOUCH_ACTION_NONE);
1167      var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);
1168      var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);
1169
1170      if (hasNone ||
1171        (hasPanY && direction & DIRECTION_HORIZONTAL) ||
1172        (hasPanX && direction & DIRECTION_VERTICAL)) {
1173        return this.preventSrc(srcEvent);
1174      }
1175    },
1176
1177    /**
1178     * call preventDefault to prevent the browser's default behavior (scrolling in most cases)
1179     * @param {Object} srcEvent
1180     */
1181    preventSrc: function(srcEvent) {
1182      this.manager.session.prevented = true;
1183      srcEvent.preventDefault();
1184    }
1185  };
1186
1187  /**
1188   * when the touchActions are collected they are not a valid value, so we need to clean things up. *
1189   * @param {String} actions
1190   * @returns {*}
1191   */
1192  function cleanTouchActions(actions) {
1193    // none
1194    if (inStr(actions, TOUCH_ACTION_NONE)) {
1195      return TOUCH_ACTION_NONE;
1196    }
1197
1198    var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);
1199    var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);
1200
1201    // pan-x and pan-y can be combined
1202    if (hasPanX && hasPanY) {
1203      return TOUCH_ACTION_PAN_X + ' ' + TOUCH_ACTION_PAN_Y;
1204    }
1205
1206    // pan-x OR pan-y
1207    if (hasPanX || hasPanY) {
1208      return hasPanX ? TOUCH_ACTION_PAN_X : TOUCH_ACTION_PAN_Y;
1209    }
1210
1211    // manipulation
1212    if (inStr(actions, TOUCH_ACTION_MANIPULATION)) {
1213      return TOUCH_ACTION_MANIPULATION;
1214    }
1215
1216    return TOUCH_ACTION_AUTO;
1217  }
1218
1219  /**
1220   * Recognizer flow explained; *
1221   * All recognizers have the initial state of POSSIBLE when a input session starts.
1222   * The definition of a input session is from the first input until the last input, with all it's movement in it. *
1223   * Example session for mouse-input: mousedown -> mousemove -> mouseup
1224   *
1225   * On each recognizing cycle (see Manager.recognize) the .recognize() method is executed
1226   * which determines with state it should be.
1227   *
1228   * If the recognizer has the state FAILED, CANCELLED or RECOGNIZED (equals ENDED), it is reset to
1229   * POSSIBLE to give it another change on the next cycle.
1230   *
1231   *               Possible
1232   *                  |
1233   *            +-----+---------------+
1234   *            |                     |
1235   *      +-----+-----+               |
1236   *      |           |               |
1237   *   Failed      Cancelled          |
1238   *                          +-------+------+
1239   *                          |              |
1240   *                      Recognized       Began
1241   *                                         |
1242   *                                      Changed
1243   *                                         |
1244   *                                  Ended/Recognized
1245   */
1246  var STATE_POSSIBLE = 1;
1247  var STATE_BEGAN = 2;
1248  var STATE_CHANGED = 4;
1249  var STATE_ENDED = 8;
1250  var STATE_RECOGNIZED = STATE_ENDED;
1251  var STATE_CANCELLED = 16;
1252  var STATE_FAILED = 32;
1253
1254  /**
1255   * Recognizer
1256   * Every recognizer needs to extend from this class.
1257   * @constructor
1258   * @param {Object} options
1259   */
1260  function Recognizer(options) {
1261    this.id = uniqueId();
1262
1263    this.manager = null;
1264    this.options = merge(options || {}, this.defaults);
1265
1266    // default is enable true
1267    this.options.enable = ifUndefined(this.options.enable, true);
1268
1269    this.state = STATE_POSSIBLE;
1270
1271    this.simultaneous = {};
1272    this.requireFail = [];
1273  }
1274
1275  Recognizer.prototype = {
1276    /**
1277     * @virtual
1278     * @type {Object}
1279     */
1280    defaults: {},
1281
1282    /**
1283     * set options
1284     * @param {Object} options
1285     * @return {Recognizer}
1286     */
1287    set: function(options) {
1288      extend(this.options, options);
1289
1290      // also update the touchAction, in case something changed about the directions/enabled state
1291      this.manager && this.manager.touchAction.update();
1292      return this;
1293    },
1294
1295    /**
1296     * recognize simultaneous with an other recognizer.
1297     * @param {Recognizer} otherRecognizer
1298     * @returns {Recognizer} this
1299     */
1300    recognizeWith: function(otherRecognizer) {
1301      if (invokeArrayArg(otherRecognizer, 'recognizeWith', this)) {
1302        return this;
1303      }
1304
1305      var simultaneous = this.simultaneous;
1306      otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
1307      if (!simultaneous[otherRecognizer.id]) {
1308        simultaneous[otherRecognizer.id] = otherRecognizer;
1309        otherRecognizer.recognizeWith(this);
1310      }
1311      return this;
1312    },
1313
1314    /**
1315     * drop the simultaneous link. it doesnt remove the link on the other recognizer.
1316     * @param {Recognizer} otherRecognizer
1317     * @returns {Recognizer} this
1318     */
1319    dropRecognizeWith: function(otherRecognizer) {
1320      if (invokeArrayArg(otherRecognizer, 'dropRecognizeWith', this)) {
1321        return this;
1322      }
1323
1324      otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
1325      delete this.simultaneous[otherRecognizer.id];
1326      return this;
1327    },
1328
1329    /**
1330     * recognizer can only run when an other is failing
1331     * @param {Recognizer} otherRecognizer
1332     * @returns {Recognizer} this
1333     */
1334    requireFailure: function(otherRecognizer) {
1335      if (invokeArrayArg(otherRecognizer, 'requireFailure', this)) {
1336        return this;
1337      }
1338
1339      var requireFail = this.requireFail;
1340      otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
1341      if (inArray(requireFail, otherRecognizer) === -1) {
1342        requireFail.push(otherRecognizer);
1343        otherRecognizer.requireFailure(this);
1344      }
1345      return this;
1346    },
1347
1348    /**
1349     * drop the requireFailure link. it does not remove the link on the other recognizer.
1350     * @param {Recognizer} otherRecognizer
1351     * @returns {Recognizer} this
1352     */
1353    dropRequireFailure: function(otherRecognizer) {
1354      if (invokeArrayArg(otherRecognizer, 'dropRequireFailure', this)) {
1355        return this;
1356      }
1357
1358      otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
1359      var index = inArray(this.requireFail, otherRecognizer);
1360      if (index > -1) {
1361        this.requireFail.splice(index, 1);
1362      }
1363      return this;
1364    },
1365
1366    /**
1367     * has require failures boolean
1368     * @returns {boolean}
1369     */
1370    hasRequireFailures: function() {
1371      return this.requireFail.length > 0;
1372    },
1373
1374    /**
1375     * if the recognizer can recognize simultaneous with an other recognizer
1376     * @param {Recognizer} otherRecognizer
1377     * @returns {Boolean}
1378     */
1379    canRecognizeWith: function(otherRecognizer) {
1380      return !!this.simultaneous[otherRecognizer.id];
1381    },
1382
1383    /**
1384     * You should use `tryEmit` instead of `emit` directly to check
1385     * that all the needed recognizers has failed before emitting.
1386     * @param {Object} input
1387     */
1388    emit: function(input) {
1389      var self = this;
1390      var state = this.state;
1391
1392      function emit(withState) {
1393        self.manager.emit(self.options.event + (withState ? stateStr(state) : ''), input);
1394      }
1395
1396      // 'panstart' and 'panmove'
1397      if (state < STATE_ENDED) {
1398        emit(true);
1399      }
1400
1401      emit(); // simple 'eventName' events
1402
1403      // panend and pancancel
1404      if (state >= STATE_ENDED) {
1405        emit(true);
1406      }
1407    },
1408
1409    /**
1410     * Check that all the require failure recognizers has failed,
1411     * if true, it emits a gesture event,
1412     * otherwise, setup the state to FAILED.
1413     * @param {Object} input
1414     */
1415    tryEmit: function(input) {
1416      if (this.canEmit()) {
vendor: 6,981 bytes, lines 1417-1686
1417        return this.emit(input);
1418      }
1419      // it's failing anyway
1420      this.state = STATE_FAILED;
1421    },
1422
1423    /**
1424     * can we emit?
1425     * @returns {boolean}
1426     */
1427    canEmit: function() {
1428      var i = 0;
1429      while (i < this.requireFail.length) {
1430        if (!(this.requireFail[i].state & (STATE_FAILED | STATE_POSSIBLE))) {
1431          return false;
1432        }
1433        i++;
1434      }
1435      return true;
1436    },
1437
1438    /**
1439     * update the recognizer
1440     * @param {Object} inputData
1441     */
1442    recognize: function(inputData) {
1443      // make a new copy of the inputData
1444      // so we can change the inputData without messing up the other recognizers
1445      var inputDataClone = extend({}, inputData);
1446
1447      // is is enabled and allow recognizing?
1448      if (!boolOrFn(this.options.enable, [this, inputDataClone])) {
1449        this.reset();
1450        this.state = STATE_FAILED;
1451        return;
1452      }
1453
1454      // reset when we've reached the end
1455      if (this.state & (STATE_RECOGNIZED | STATE_CANCELLED | STATE_FAILED)) {
1456        this.state = STATE_POSSIBLE;
1457      }
1458
1459      this.state = this.process(inputDataClone);
1460
1461      // the recognizer has recognized a gesture
1462      // so trigger an event
1463      if (this.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED | STATE_CANCELLED)) {
1464        this.tryEmit(inputDataClone);
1465      }
1466    },
1467
1468    /**
1469     * return the state of the recognizer
1470     * the actual recognizing happens in this method
1471     * @virtual
1472     * @param {Object} inputData
1473     * @returns {Const} STATE
1474     */
1475    process: function(inputData) {
1476    }, // jshint ignore:line
1477
1478    /**
1479     * return the preferred touch-action
1480     * @virtual
1481     * @returns {Array}
1482     */
1483    getTouchAction: function() {
1484    },
1485
1486    /**
1487     * called when the gesture isn't allowed to recognize
1488     * like when another is being recognized or it is disabled
1489     * @virtual
1490     */
1491    reset: function() {
1492    }
1493  };
1494
1495  /**
1496   * get a usable string, used as event postfix
1497   * @param {Const} state
1498   * @returns {String} state
1499   */
1500  function stateStr(state) {
1501    if (state & STATE_CANCELLED) {
1502      return 'cancel';
1503    } else if (state & STATE_ENDED) {
1504      return 'end';
1505    } else if (state & STATE_CHANGED) {
1506      return 'move';
1507    } else if (state & STATE_BEGAN) {
1508      return 'start';
1509    }
1510    return '';
1511  }
1512
1513  /**
1514   * direction cons to string
1515   * @param {Const} direction
1516   * @returns {String}
1517   */
1518  function directionStr(direction) {
1519    if (direction == DIRECTION_DOWN) {
1520      return 'down';
1521    } else if (direction == DIRECTION_UP) {
1522      return 'up';
1523    } else if (direction == DIRECTION_LEFT) {
1524      return 'left';
1525    } else if (direction == DIRECTION_RIGHT) {
1526      return 'right';
1527    }
1528    return '';
1529  }
1530
1531  /**
1532   * get a recognizer by name if it is bound to a manager
1533   * @param {Recognizer|String} otherRecognizer
1534   * @param {Recognizer} recognizer
1535   * @returns {Recognizer}
1536   */
1537  function getRecognizerByNameIfManager(otherRecognizer, recognizer) {
1538    var manager = recognizer.manager;
1539    if (manager) {
1540      return manager.get(otherRecognizer);
1541    }
1542    return otherRecognizer;
1543  }
1544
1545  /**
1546   * This recognizer is just used as a base for the simple attribute recognizers.
1547   * @constructor
1548   * @extends Recognizer
1549   */
1550  function AttrRecognizer() {
1551    Recognizer.apply(this, arguments);
1552  }
1553
1554  inherit(AttrRecognizer, Recognizer, {
1555    /**
1556     * @namespace
1557     * @memberof AttrRecognizer
1558     */
1559    defaults: {
1560      /**
1561       * @type {Number}
1562       * @default 1
1563       */
1564      pointers: 1
1565    },
1566
1567    /**
1568     * Used to check if it the recognizer receives valid input, like input.distance > 10.
1569     * @memberof AttrRecognizer
1570     * @param {Object} input
1571     * @returns {Boolean} recognized
1572     */
1573    attrTest: function(input) {
1574      var optionPointers = this.options.pointers;
1575      return optionPointers === 0 || input.pointers.length === optionPointers;
1576    },
1577
1578    /**
1579     * Process the input and return the state for the recognizer
1580     * @memberof AttrRecognizer
1581     * @param {Object} input
1582     * @returns {*} State
1583     */
1584    process: function(input) {
1585      var state = this.state;
1586      var eventType = input.eventType;
1587
1588      var isRecognized = state & (STATE_BEGAN | STATE_CHANGED);
1589      var isValid = this.attrTest(input);
1590
1591      // on cancel input and we've recognized before, return STATE_CANCELLED
1592      if (isRecognized && (eventType & INPUT_CANCEL || !isValid)) {
1593        return state | STATE_CANCELLED;
1594      } else if (isRecognized || isValid) {
1595        if (eventType & INPUT_END) {
1596          return state | STATE_ENDED;
1597        } else if (!(state & STATE_BEGAN)) {
1598          return STATE_BEGAN;
1599        }
1600        return state | STATE_CHANGED;
1601      }
1602      return STATE_FAILED;
1603    }
1604  });
1605
1606  /**
1607   * Pan
1608   * Recognized when the pointer is down and moved in the allowed direction.
1609   * @constructor
1610   * @extends AttrRecognizer
1611   */
1612  function PanRecognizer() {
1613    AttrRecognizer.apply(this, arguments);
1614
1615    this.pX = null;
1616    this.pY = null;
1617  }
1618
1619  inherit(PanRecognizer, AttrRecognizer, {
1620    /**
1621     * @namespace
1622     * @memberof PanRecognizer
1623     */
1624    defaults: {
1625      event: 'pan',
1626      threshold: 10,
1627      pointers: 1,
1628      direction: DIRECTION_ALL
1629    },
1630
1631    getTouchAction: function() {
1632      var direction = this.options.direction;
1633      var actions = [];
1634      if (direction & DIRECTION_HORIZONTAL) {
1635        actions.push(TOUCH_ACTION_PAN_Y);
1636      }
1637      if (direction & DIRECTION_VERTICAL) {
1638        actions.push(TOUCH_ACTION_PAN_X);
1639      }
1640      return actions;
1641    },
1642
1643    directionTest: function(input) {
1644      var options = this.options;
1645      var hasMoved = true;
1646      var distance = input.distance;
1647      var direction = input.direction;
1648      var x = input.deltaX;
1649      var y = input.deltaY;
1650
1651      // lock to axis?
1652      if (!(direction & options.direction)) {
1653        if (options.direction & DIRECTION_HORIZONTAL) {
1654          direction = (x === 0) ? DIRECTION_NONE : (x < 0) ? DIRECTION_LEFT : DIRECTION_RIGHT;
1655          hasMoved = x != this.pX;
1656          distance = Math.abs(input.deltaX);
1657        } else {
1658          direction = (y === 0) ? DIRECTION_NONE : (y < 0) ? DIRECTION_UP : DIRECTION_DOWN;
1659          hasMoved = y != this.pY;
1660          distance = Math.abs(input.deltaY);
1661        }
1662      }
1663      input.direction = direction;
1664      return hasMoved && distance > options.threshold && direction & options.direction;
1665    },
1666
1667    attrTest: function(input) {
1668      return AttrRecognizer.prototype.attrTest.call(this, input) &&
1669        (this.state & STATE_BEGAN || (!(this.state & STATE_BEGAN) && this.directionTest(input)));
1670    },
1671
1672    emit: function(input) {
1673      this.pX = input.deltaX;
1674      this.pY = input.deltaY;
1675
1676      var direction = directionStr(input.direction);
1677      if (direction) {
1678        this.manager.emit(this.options.event + direction, input);
1679      }
1680
1681      this._super.emit.call(this, input);
1682    }
1683  });
1684
1685  /**
1686   * Pinch
vendor: 2,856 bytes, lines 1687-1796
1687   * Recognized when two or more pointers are moving toward (zoom-in) or away from each other (zoom-out).
1688   * @constructor
1689   * @extends AttrRecognizer
1690   */
1691  function PinchRecognizer() {
1692    AttrRecognizer.apply(this, arguments);
1693  }
1694
1695  inherit(PinchRecognizer, AttrRecognizer, {
1696    /**
1697     * @namespace
1698     * @memberof PinchRecognizer
1699     */
1700    defaults: {
1701      event: 'pinch',
1702      threshold: 0,
1703      pointers: 2
1704    },
1705
1706    getTouchAction: function() {
1707      return [TOUCH_ACTION_NONE];
1708    },
1709
1710    attrTest: function(input) {
1711      return this._super.attrTest.call(this, input) &&
1712        (Math.abs(input.scale - 1) > this.options.threshold || this.state & STATE_BEGAN);
1713    },
1714
1715    emit: function(input) {
1716      this._super.emit.call(this, input);
1717      if (input.scale !== 1) {
1718        var inOut = input.scale < 1 ? 'in' : 'out';
1719        this.manager.emit(this.options.event + inOut, input);
1720      }
1721    }
1722  });
1723
1724  /**
1725   * Press
1726   * Recognized when the pointer is down for x ms without any movement.
1727   * @constructor
1728   * @extends Recognizer
1729   */
1730  function PressRecognizer() {
1731    Recognizer.apply(this, arguments);
1732
1733    this._timer = null;
1734    this._input = null;
1735  }
1736
1737  inherit(PressRecognizer, Recognizer, {
1738    /**
1739     * @namespace
1740     * @memberof PressRecognizer
1741     */
1742    defaults: {
1743      event: 'press',
1744      pointers: 1,
1745      time: 500, // minimal time of the pointer to be pressed
1746      threshold: 5 // a minimal movement is ok, but keep it low
1747    },
1748
1749    getTouchAction: function() {
1750      return [TOUCH_ACTION_AUTO];
1751    },
1752
1753    process: function(input) {
1754      var options = this.options;
1755      var validPointers = input.pointers.length === options.pointers;
1756      var validMovement = input.distance < options.threshold;
1757      var validTime = input.deltaTime > options.time;
1758
1759      this._input = input;
1760
1761      // we only allow little movement
1762      // and we've reached an end event, so a tap is possible
1763      if (!validMovement || !validPointers || (input.eventType & (INPUT_END | INPUT_CANCEL) && !validTime)) {
1764        this.reset();
1765      } else if (input.eventType & INPUT_START) {
1766        this.reset();
1767        this._timer = setTimeoutContext(function() {
1768          this.state = STATE_RECOGNIZED;
1769          this.tryEmit();
1770        }, options.time, this);
1771      } else if (input.eventType & INPUT_END) {
1772        return STATE_RECOGNIZED;
1773      }
1774      return STATE_FAILED;
1775    },
1776
1777    reset: function() {
1778      clearTimeout(this._timer);
1779    },
1780
1781    emit: function(input) {
1782      if (this.state !== STATE_RECOGNIZED) {
1783        return;
1784      }
1785
1786      if (input && (input.eventType & INPUT_END)) {
1787        this.manager.emit(this.options.event + 'up', input);
1788      } else {
1789        this._input.timeStamp = now();
1790        this.manager.emit(this.options.event, this._input);
1791      }
1792    }
1793  });
1794
1795  /**
1796   * Rotate
vendor: 4,167 bytes, lines 1797-1943
1797   * Recognized when two or more pointer are moving in a circular motion.
1798   * @constructor
1799   * @extends AttrRecognizer
1800   */
1801  function RotateRecognizer() {
1802    AttrRecognizer.apply(this, arguments);
1803  }
1804
1805  inherit(RotateRecognizer, AttrRecognizer, {
1806    /**
1807     * @namespace
1808     * @memberof RotateRecognizer
1809     */
1810    defaults: {
1811      event: 'rotate',
1812      threshold: 0,
1813      pointers: 2
1814    },
1815
1816    getTouchAction: function() {
1817      return [TOUCH_ACTION_NONE];
1818    },
1819
1820    attrTest: function(input) {
1821      return this._super.attrTest.call(this, input) &&
1822        (Math.abs(input.rotation) > this.options.threshold || this.state & STATE_BEGAN);
1823    }
1824  });
1825
1826  /**
1827   * Swipe
1828   * Recognized when the pointer is moving fast (velocity), with enough distance in the allowed direction.
1829   * @constructor
1830   * @extends AttrRecognizer
1831   */
1832  function SwipeRecognizer() {
1833    AttrRecognizer.apply(this, arguments);
1834  }
1835
1836  inherit(SwipeRecognizer, AttrRecognizer, {
1837    /**
1838     * @namespace
1839     * @memberof SwipeRecognizer
1840     */
1841    defaults: {
1842      event: 'swipe',
1843      threshold: 10,
1844      velocity: 0.65,
1845      direction: DIRECTION_HORIZONTAL | DIRECTION_VERTICAL,
1846      pointers: 1
1847    },
1848
1849    getTouchAction: function() {
1850      return PanRecognizer.prototype.getTouchAction.call(this);
1851    },
1852
1853    attrTest: function(input) {
1854      var direction = this.options.direction;
1855      var velocity;
1856
1857      if (direction & (DIRECTION_HORIZONTAL | DIRECTION_VERTICAL)) {
1858        velocity = input.velocity;
1859      } else if (direction & DIRECTION_HORIZONTAL) {
1860        velocity = input.velocityX;
1861      } else if (direction & DIRECTION_VERTICAL) {
1862        velocity = input.velocityY;
1863      }
1864
1865      return this._super.attrTest.call(this, input) &&
1866        direction & input.direction &&
1867        input.distance > this.options.threshold &&
1868        abs(velocity) > this.options.velocity && input.eventType & INPUT_END;
1869    },
1870
1871    emit: function(input) {
1872      var direction = directionStr(input.direction);
1873      if (direction) {
1874        this.manager.emit(this.options.event + direction, input);
1875      }
1876
1877      this.manager.emit(this.options.event, input);
1878    }
1879  });
1880
1881  /**
1882   * A tap is ecognized when the pointer is doing a small tap/click. Multiple taps are recognized if they occur
1883   * between the given interval and position. The delay option can be used to recognize multi-taps without firing
1884   * a single tap.
1885   *
1886   * The eventData from the emitted event contains the property `tapCount`, which contains the amount of
1887   * multi-taps being recognized.
1888   * @constructor
1889   * @extends Recognizer
1890   */
1891  function TapRecognizer() {
1892    Recognizer.apply(this, arguments);
1893
1894    // previous time and center,
1895    // used for tap counting
1896    this.pTime = false;
1897    this.pCenter = false;
1898
1899    this._timer = null;
1900    this._input = null;
1901    this.count = 0;
1902  }
1903
1904  inherit(TapRecognizer, Recognizer, {
1905    /**
1906     * @namespace
1907     * @memberof PinchRecognizer
1908     */
1909    defaults: {
1910      event: 'tap',
1911      pointers: 1,
1912      taps: 1,
1913      interval: 300, // max time between the multi-tap taps
1914      time: 250, // max time of the pointer to be down (like finger on the screen)
1915      threshold: 2, // a minimal movement is ok, but keep it low
1916      posThreshold: 10 // a multi-tap can be a bit off the initial position
1917    },
1918
1919    getTouchAction: function() {
1920      return [TOUCH_ACTION_MANIPULATION];
1921    },
1922
1923    process: function(input) {
1924      var options = this.options;
1925
1926      var validPointers = input.pointers.length === options.pointers;
1927      var validMovement = input.distance < options.threshold;
1928      var validTouchTime = input.deltaTime < options.time;
1929
1930      this.reset();
1931
1932      if ((input.eventType & INPUT_START) && (this.count === 0)) {
1933        return this.failTimeout();
1934      }
1935
1936      // we only allow little movement
1937      // and we've reached an end event, so a tap is possible
1938      if (validMovement && validTouchTime && validPointers) {
1939        if (input.eventType != INPUT_END) {
1940          return this.failTimeout();
1941        }
1942
1943        var validInterval = this.pTime ? (input.timeStamp - this.pTime < options.interval) : true;
vendor: 9,625 bytes, lines 1944-2264
1944        var validMultiTap = !this.pCenter || getDistance(this.pCenter, input.center) < options.posThreshold;
1945
1946        this.pTime = input.timeStamp;
1947        this.pCenter = input.center;
1948
1949        if (!validMultiTap || !validInterval) {
1950          this.count = 1;
1951        } else {
1952          this.count += 1;
1953        }
1954
1955        this._input = input;
1956
1957        // if tap count matches we have recognized it,
1958        // else it has began recognizing...
1959        var tapCount = this.count % options.taps;
1960        if (tapCount === 0) {
1961          // no failing requirements, immediately trigger the tap event
1962          // or wait as long as the multitap interval to trigger
1963          if (!this.hasRequireFailures()) {
1964            return STATE_RECOGNIZED;
1965          } else {
1966            this._timer = setTimeoutContext(function() {
1967              this.state = STATE_RECOGNIZED;
1968              this.tryEmit();
1969            }, options.interval, this);
1970            return STATE_BEGAN;
1971          }
1972        }
1973      }
1974      return STATE_FAILED;
1975    },
1976
1977    failTimeout: function() {
1978      this._timer = setTimeoutContext(function() {
1979        this.state = STATE_FAILED;
1980      }, this.options.interval, this);
1981      return STATE_FAILED;
1982    },
1983
1984    reset: function() {
1985      clearTimeout(this._timer);
1986    },
1987
1988    emit: function() {
1989      if (this.state == STATE_RECOGNIZED) {
1990        this._input.tapCount = this.count;
1991        this.manager.emit(this.options.event, this._input);
1992      }
1993    }
1994  });
1995
1996  /**
1997   * Simple way to create an manager with a default set of recognizers.
1998   * @param {HTMLElement} element
1999   * @param {Object} [options]
2000   * @constructor
2001   */
2002  function Hammer(element, options) {
2003    options = options || {};
2004    options.recognizers = ifUndefined(options.recognizers, Hammer.defaults.preset);
2005    return new Manager(element, options);
2006  }
2007
2008  /**
2009   * @const {string}
2010   */
2011  Hammer.VERSION = '2.0.4';
2012
2013  /**
2014   * default settings
2015   * @namespace
2016   */
2017  Hammer.defaults = {
2018    /**
2019     * set if DOM events are being triggered.
2020     * But this is slower and unused by simple implementations, so disabled by default.
2021     * @type {Boolean}
2022     * @default false
2023     */
2024    domEvents: false,
2025
2026    /**
2027     * The value for the touchAction property/fallback.
2028     * When set to `compute` it will magically set the correct value based on the added recognizers.
2029     * @type {String}
2030     * @default compute
2031     */
2032    touchAction: TOUCH_ACTION_COMPUTE,
2033
2034    /**
2035     * @type {Boolean}
2036     * @default true
2037     */
2038    enable: true,
2039
2040    /**
2041     * EXPERIMENTAL FEATURE -- can be removed/changed
2042     * Change the parent input target element.
2043     * If Null, then it is being set the to main element.
2044     * @type {Null|EventTarget}
2045     * @default null
2046     */
2047    inputTarget: null,
2048
2049    /**
2050     * force an input class
2051     * @type {Null|Function}
2052     * @default null
2053     */
2054    inputClass: null,
2055
2056    /**
2057     * Default recognizer setup when calling `Hammer()`
2058     * When creating a new Manager these will be skipped.
2059     * @type {Array}
2060     */
2061    preset: [
2062      // RecognizerClass, options, [recognizeWith, ...], [requireFailure, ...]
2063      [RotateRecognizer, {enable: false}],
2064      [PinchRecognizer, {enable: false}, ['rotate']],
2065      [SwipeRecognizer, {direction: DIRECTION_HORIZONTAL}],
2066      [PanRecognizer, {direction: DIRECTION_HORIZONTAL}, ['swipe']],
2067      [TapRecognizer],
2068      [TapRecognizer, {event: 'doubletap', taps: 2}, ['tap']],
2069      [PressRecognizer]
2070    ],
2071
2072    /**
2073     * Some CSS properties can be used to improve the working of Hammer.
2074     * Add them to this method and they will be set when creating a new Manager.
2075     * @namespace
2076     */
2077    cssProps: {
2078      /**
2079       * Disables text selection to improve the dragging gesture. Mainly for desktop browsers.
2080       * @type {String}
2081       * @default 'none'
2082       */
2083      userSelect: 'none',
2084
2085      /**
2086       * Disable the Windows Phone grippers when pressing an element.
2087       * @type {String}
2088       * @default 'none'
2089       */
2090      touchSelect: 'none',
2091
2092      /**
2093       * Disables the default callout shown when you touch and hold a touch target.
2094       * On iOS, when you touch and hold a touch target such as a link, Safari displays
2095       * a callout containing information about the link. This property allows you to disable that callout.
2096       * @type {String}
2097       * @default 'none'
2098       */
2099      touchCallout: 'none',
2100
2101      /**
2102       * Specifies whether zooming is enabled. Used by IE10>
2103       * @type {String}
2104       * @default 'none'
2105       */
2106      contentZooming: 'none',
2107
2108      /**
2109       * Specifies that an entire element should be draggable instead of its contents. Mainly for desktop browsers.
2110       * @type {String}
2111       * @default 'none'
2112       */
2113      userDrag: 'none',
2114
2115      /**
2116       * Overrides the highlight color shown when the user taps a link or a JavaScript
2117       * clickable element in iOS. This property obeys the alpha value, if specified.
2118       * @type {String}
2119       * @default 'rgba(0,0,0,0)'
2120       */
2121      tapHighlightColor: 'rgba(0,0,0,0)'
2122    }
2123  };
2124
2125  var STOP = 1;
2126  var FORCED_STOP = 2;
2127
2128  /**
2129   * Manager
2130   * @param {HTMLElement} element
2131   * @param {Object} [options]
2132   * @constructor
2133   */
2134  function Manager(element, options) {
2135    options = options || {};
2136
2137    this.options = merge(options, Hammer.defaults);
2138    this.options.inputTarget = this.options.inputTarget || element;
2139
2140    this.handlers = {};
2141    this.session = {};
2142    this.recognizers = [];
2143
2144    this.element = element;
2145    this.input = createInputInstance(this);
2146    this.touchAction = new TouchAction(this, this.options.touchAction);
2147
2148    toggleCssProps(this, true);
2149
2150    each(options.recognizers, function(item) {
2151      var recognizer = this.add(new (item[0])(item[1]));
2152      item[2] && recognizer.recognizeWith(item[2]);
2153      item[3] && recognizer.requireFailure(item[3]);
2154    }, this);
2155  }
2156
2157  Manager.prototype = {
2158    /**
2159     * set options
2160     * @param {Object} options
2161     * @returns {Manager}
2162     */
2163    set: function(options) {
2164      extend(this.options, options);
2165
2166      // Options that need a little more setup
2167      if (options.touchAction) {
2168        this.touchAction.update();
2169      }
2170      if (options.inputTarget) {
2171        // Clean up existing event listeners and reinitialize
2172        this.input.destroy();
2173        this.input.target = options.inputTarget;
2174        this.input.init();
2175      }
2176      return this;
2177    },
2178
2179    /**
2180     * stop recognizing for this session.
2181     * This session will be discarded, when a new [input]start event is fired.
2182     * When forced, the recognizer cycle is stopped immediately.
2183     * @param {Boolean} [force]
2184     */
2185    stop: function(force) {
2186      this.session.stopped = force ? FORCED_STOP : STOP;
2187    },
2188
2189    /**
2190     * run the recognizers!
2191     * called by the inputHandler function on every movement of the pointers (touches)
2192     * it walks through all the recognizers and tries to detect the gesture that is being made
2193     * @param {Object} inputData
2194     */
2195    recognize: function(inputData) {
2196      var session = this.session;
2197      if (session.stopped) {
2198        return;
2199      }
2200
2201      // run the touch-action polyfill
2202      this.touchAction.preventDefaults(inputData);
2203
2204      var recognizer;
2205      var recognizers = this.recognizers;
2206
2207      // this holds the recognizer that is being recognized.
2208      // so the recognizer's state needs to be BEGAN, CHANGED, ENDED or RECOGNIZED
2209      // if no recognizer is detecting a thing, it is set to `null`
2210      var curRecognizer = session.curRecognizer;
2211
2212      // reset when the last recognizer is recognized
2213      // or when we're in a new session
2214      if (!curRecognizer || (curRecognizer && curRecognizer.state & STATE_RECOGNIZED)) {
2215        curRecognizer = session.curRecognizer = null;
2216      }
2217
2218      var i = 0;
2219      while (i < recognizers.length) {
2220        recognizer = recognizers[i];
2221
2222        // find out if we are allowed try to recognize the input for this one.
2223        // 1.   allow if the session is NOT forced stopped (see the .stop() method)
2224        // 2.   allow if we still haven't recognized a gesture in this session, or the this recognizer is the one
2225        //      that is being recognized.
2226        // 3.   allow if the recognizer is allowed to run simultaneous with the current recognized recognizer.
2227        //      this can be setup with the `recognizeWith()` method on the recognizer.
2228        if (session.stopped !== FORCED_STOP && ( // 1
2229          !curRecognizer || recognizer == curRecognizer || // 2
2230          recognizer.canRecognizeWith(curRecognizer))) { // 3
2231          recognizer.recognize(inputData);
2232        } else {
2233          recognizer.reset();
2234        }
2235
2236        // if the recognizer has been recognizing the input as a valid gesture, we want to store this one as the
2237        // current active recognizer. but only if we don't already have an active recognizer
2238        if (!curRecognizer && recognizer.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED)) {
2239          curRecognizer = session.curRecognizer = recognizer;
2240        }
2241        i++;
2242      }
2243    },
2244
2245    /**
2246     * get a recognizer by its event name.
2247     * @param {Recognizer|String} recognizer
2248     * @returns {Recognizer|Null}
2249     */
2250    get: function(recognizer) {
2251      if (recognizer instanceof Recognizer) {
2252        return recognizer;
2253      }
2254
2255      var recognizers = this.recognizers;
2256      for (var i = 0; i < recognizers.length; i++) {
2257        if (recognizers[i].options.event == recognizer) {
2258          return recognizers[i];
2259        }
2260      }
2261      return null;
2262    },
2263
2264    /**
2265     * add a recognizer to the manager
2266     * existing recognizers with the same event name will be removed
2267     * @param {Recognizer} recognizer
2268     * @returns {Recognizer|Manager}
2269     */
2270    add: function(recognizer) {
2271      if (invokeArrayArg(recognizer, 'add', this)) {
2272        return this;
2273      }
2274
2275      // remove existing
2276      var existing = this.get(recognizer.options.event);
2277      if (existing) {
2278        this.remove(existing);
2279      }
2280
2281      this.recognizers.push(recognizer);
2282      recognizer.manager = this;
2283
2284      this.touchAction.update();
2285      return recognizer;
2286    },
2287
2288    /**
2289     * remove a recognizer by name or instance
2290     * @param {Recognizer|String} recognizer
2291     * @returns {Manager}
2292     */
2293    remove: function(recognizer) {
2294      if (invokeArrayArg(recognizer, 'remove', this)) {
2295        return this;
2296      }
2297
2298      var recognizers = this.recognizers;
2299      recognizer = this.get(recognizer);
2300      recognizers.splice(inArray(recognizers, recognizer), 1);
2301
2302      this.touchAction.update();
2303      return this;
2304    },
2305
2306    /**
2307     * bind event
2308     * @param {String} events
2309     * @param {Function} handler
2310     * @returns {EventEmitter} this
2311     */
2312    on: function(events, handler) {
2313      var handlers = this.handlers;
2314      each(splitStr(events), function(event) {
2315        handlers[event] = handlers[event] || [];
2316        handlers[event].push(handler);
2317      });
2318      return this;
2319    },
2320
2321    /**
2322     * unbind event, leave emit blank to remove all handlers
2323     * @param {String} events
2324     * @param {Function} [handler]
2325     * @returns {EventEmitter} this
2326     */
2327    off: function(events, handler) {
2328      var handlers = this.handlers;
2329      each(splitStr(events), function(event) {
2330        if (!handler) {
2331          delete handlers[event];
2332        } else {
2333          handlers[event].splice(inArray(handlers[event], handler), 1);
2334        }
2335      });
2336      return this;
2337    },
2338
2339    /**
2340     * emit event to the listeners
2341     * @param {String} event
2342     * @param {Object} data
2343     */
2344    emit: function(event, data) {
2345      // we also want to trigger dom events
2346      if (this.options.domEvents) {
2347        triggerDomEvent(event, data);
2348      }
2349
2350      // no handlers, so skip it all
2351      var handlers = this.handlers[event] && this.handlers[event].slice();
2352      if (!handlers || !handlers.length) {
2353        return;
2354      }
2355
2356      data.type = event;
2357      data.preventDefault = function() {
2358        data.srcEvent.preventDefault();
2359      };
2360
2361      var i = 0;
2362      while (i < handlers.length) {
2363        handlers[i](data);
2364        i++;
2365      }
2366    },
2367
2368    /**
2369     * destroy the manager and unbinds all events
2370     * it doesn't unbind dom events, that is the user own responsibility
2371     */
2372    destroy: function() {
2373      this.element && toggleCssProps(this, false);
2374
2375      this.handlers = {};
2376      this.session = {};
2377      this.input.destroy();
2378      this.element = null;
2379    }
2380  };
2381
2382  /**
2383   * add/remove the css properties as defined in manager.options.cssProps
2384   * @param {Manager} manager
2385   * @param {Boolean} add
2386   */
2387  function toggleCssProps(manager, add) {
2388    var element = manager.element;
2389    each(manager.options.cssProps, function(value, name) {
2390      element.style[prefixed(element.style, name)] = add ? value : '';
2391    });
2392  }
2393
2394  /**
2395   * trigger dom event
2396   * @param {String} event
2397   * @param {Object} data
2398   */
2399  function triggerDomEvent(event, data) {
2400    var gestureEvent = document.createEvent('Event');
2401    gestureEvent.initEvent(event, true, true);
2402    gestureEvent.gesture = data;
2403    data.target.dispatchEvent(gestureEvent);
2404  }
2405
2406  extend(Hammer, {
2407    INPUT_START: INPUT_START,
2408    INPUT_MOVE: INPUT_MOVE,
2409    INPUT_END: INPUT_END,
2410    INPUT_CANCEL: INPUT_CANCEL,
2411
2412    STATE_POSSIBLE: STATE_POSSIBLE,
2413    STATE_BEGAN: STATE_BEGAN,
2414    STATE_CHANGED: STATE_CHANGED,
2415    STATE_ENDED: STATE_ENDED,
2416    STATE_RECOGNIZED: STATE_RECOGNIZED,
2417    STATE_CANCELLED: STATE_CANCELLED,
2418    STATE_FAILED: STATE_FAILED,
2419
2420    DIRECTION_NONE: DIRECTION_NONE,
2421    DIRECTION_LEFT: DIRECTION_LEFT,
2422    DIRECTION_RIGHT: DIRECTION_RIGHT,
2423    DIRECTION_UP: DIRECTION_UP,
2424    DIRECTION_DOWN: DIRECTION_DOWN,
2425    DIRECTION_HORIZONTAL: DIRECTION_HORIZONTAL,
2426    DIRECTION_VERTICAL: DIRECTION_VERTICAL,
2427    DIRECTION_ALL: DIRECTION_ALL,
2428
2429    Manager: Manager,
2430    Input: Input,
2431    TouchAction: TouchAction,
2432
2433    TouchInput: TouchInput,
2434    MouseInput: MouseInput,
2435    PointerEventInput: PointerEventInput,
2436    TouchMouseInput: TouchMouseInput,
2437    SingleTouchInput: SingleTouchInput,
2438
2439    Recognizer: Recognizer,
2440    AttrRecognizer: AttrRecognizer,
2441    Tap: TapRecognizer,
2442    Pan: PanRecognizer,
2443    Swipe: SwipeRecognizer,
2444    Pinch: PinchRecognizer,
2445    Rotate: RotateRecognizer,
2446    Press: PressRecognizer,
2447
2448    on: addEventListeners,
2449    off: removeEventListeners,
2450    each: each,
2451    merge: merge,
2452    extend: extend,
2453    inherit: inherit,
2454    bindFn: bindFn,
2455    prefixed: prefixed
2456  });
2457
2458  if (typeof module != 'undefined' && module.exports) {
2459    module.exports = Hammer;
2460  } else {
2461    window[exportName] = Hammer;
2462  }
2463
2464})(window, document, 'Hammer');
2465
2466// Generated by CoffeeScript 1.6.2
2467/*!
2468 jQuery Waypoints - v2.0.5
2469 Copyright (c) 2011-2014 Caleb Troughton
2470 Licensed under the MIT license.
2471 https://github.com/imakewebthings/jquery-waypoints/blob/master/licenses.txt
2472 */
2473(function() {
2474  var t = [].indexOf || function(t) {
2475      for (var e = 0, n = this.length; e < n; e++) {
2476        if (e in this && this[e] === t)
2477          return e
2478      }
2479      return -1
2480    }, e = [].slice;
2481  (function(t, e) {
2482    return e(t.jQuery, t)
2483  })(window, function(n, r) {
2484    var i, o, l, s, f, u, c, a, h, d, p, y, v, w, g, m;
2485    i = n(r);
2486    a = t.call(r, "ontouchstart") >= 0;
2487    s = {horizontal: {}, vertical: {}};
2488    f = 1;
2489    c = {};
2490    u = "waypoints-context-id";
2491    p = "resize.waypoints";
2492    y = "scroll.waypoints";
2493    v = 1;
2494    w = "waypoints-waypoint-ids";
vendor: 9,210 bytes, lines 2495-2790
2495    g = "waypoint";
2496    m = "waypoints";
2497    o = function() {
2498      function t(t) {
2499        var e = this;
2500        this.$element = t;
2501        this.element = t[0];
2502        this.didResize = false;
2503        this.didScroll = false;
2504        this.id = "context" + f++;
2505        this.oldScroll = {x: t.scrollLeft(), y: t.scrollTop()};
2506        this.waypoints = {horizontal: {}, vertical: {}};
2507        this.element[u] = this.id;
2508        c[this.id] = this;
2509        t.bind(y, function() {
2510          var t;
2511          if (!(e.didScroll || a)) {
2512            e.didScroll = true;
2513            t = function() {
2514              e.doScroll();
2515              return e.didScroll = false
2516            };
2517            return r.setTimeout(t, n[m].settings.scrollThrottle)
2518          }
2519        });
2520        t.bind(p, function() {
2521          var t;
2522          if (!e.didResize) {
2523            e.didResize = true;
2524            t = function() {
2525              n[m]("refresh");
2526              return e.didResize = false
2527            };
2528            return r.setTimeout(t, n[m].settings.resizeThrottle)
2529          }
2530        })
2531      }
2532
2533      t.prototype.doScroll = function() {
2534        var t, e = this;
2535        t = {
2536          horizontal: {
2537            newScroll: this.$element.scrollLeft(),
2538            oldScroll: this.oldScroll.x,
2539            forward: "right",
2540            backward: "left"
2541          },
2542          vertical: {newScroll: this.$element.scrollTop(), oldScroll: this.oldScroll.y, forward: "down", backward: "up"}
2543        };
2544        if (a && (!t.vertical.oldScroll || !t.vertical.newScroll)) {
2545          n[m]("refresh")
2546        }
2547        n.each(t, function(t, r) {
2548          var i, o, l;
2549          l = [];
2550          o = r.newScroll > r.oldScroll;
2551          i = o ? r.forward : r.backward;
2552          n.each(e.waypoints[t], function(t, e) {
2553            var n, i;
2554            if (r.oldScroll < (n = e.offset) && n <= r.newScroll) {
2555              return l.push(e)
2556            } else if (r.newScroll < (i = e.offset) && i <= r.oldScroll) {
2557              return l.push(e)
2558            }
2559          });
2560          l.sort(function(t, e) {
2561            return t.offset - e.offset
2562          });
2563          if (!o) {
2564            l.reverse()
2565          }
2566          return n.each(l, function(t, e) {
2567            if (e.options.continuous || t === l.length - 1) {
2568              return e.trigger([i])
2569            }
2570          })
2571        });
2572        return this.oldScroll = {x: t.horizontal.newScroll, y: t.vertical.newScroll}
2573      };
2574      t.prototype.refresh = function() {
2575        var t, e, r, i = this;
2576        r = n.isWindow(this.element);
2577        e = this.$element.offset();
2578        this.doScroll();
2579        t = {
2580          horizontal: {
2581            contextOffset: r ? 0 : e.left,
2582            contextScroll: r ? 0 : this.oldScroll.x,
2583            contextDimension: this.$element.width(),
2584            oldScroll: this.oldScroll.x,
2585            forward: "right",
2586            backward: "left",
2587            offsetProp: "left"
2588          },
2589          vertical: {
2590            contextOffset: r ? 0 : e.top,
2591            contextScroll: r ? 0 : this.oldScroll.y,
2592            contextDimension: r ? n[m]("viewportHeight") : this.$element.height(),
2593            oldScroll: this.oldScroll.y,
2594            forward: "down",
2595            backward: "up",
2596            offsetProp: "top"
2597          }
2598        };
2599        return n.each(t, function(t, e) {
2600          return n.each(i.waypoints[t], function(t, r) {
2601            var i, o, l, s, f;
2602            i = r.options.offset;
2603            l = r.offset;
2604            o = n.isWindow(r.element) ? 0 : r.$element.offset()[e.offsetProp];
2605            if (n.isFunction(i)) {
2606              i = i.apply(r.element)
2607            } else if (typeof i === "string") {
2608              i = parseFloat(i);
2609              if (r.options.offset.indexOf("%") > -1) {
2610                i = Math.ceil(e.contextDimension * i / 100)
2611              }
2612            }
2613            r.offset = o - e.contextOffset + e.contextScroll - i;
2614            if (r.options.onlyOnScroll && l != null || !r.enabled) {
2615              return
2616            }
2617            if (l !== null && l < (s = e.oldScroll) && s <= r.offset) {
2618              return r.trigger([e.backward])
2619            } else if (l !== null && l > (f = e.oldScroll) && f >= r.offset) {
2620              return r.trigger([e.forward])
2621            } else if (l === null && e.oldScroll >= r.offset) {
2622              return r.trigger([e.forward])
2623            }
2624          })
2625        })
2626      };
2627      t.prototype.checkEmpty = function() {
2628        if (n.isEmptyObject(this.waypoints.horizontal) && n.isEmptyObject(this.waypoints.vertical)) {
2629          this.$element.unbind([p, y].join(" "));
2630          return delete c[this.id]
2631        }
2632      };
2633      return t
2634    }();
2635    l = function() {
2636      function t(t, e, r) {
2637        var i, o;
2638        if (r.offset === "bottom-in-view") {
2639          r.offset = function() {
2640            var t;
2641            t = n[m]("viewportHeight");
2642            if (!n.isWindow(e.element)) {
2643              t = e.$element.height()
2644            }
2645            return t - n(this).outerHeight()
2646          }
2647        }
2648        this.$element = t;
2649        this.element = t[0];
2650        this.axis = r.horizontal ? "horizontal" : "vertical";
2651        this.callback = r.handler;
2652        this.context = e;
2653        this.enabled = r.enabled;
2654        this.id = "waypoints" + v++;
2655        this.offset = null;
2656        this.options = r;
2657        e.waypoints[this.axis][this.id] = this;
2658        s[this.axis][this.id] = this;
2659        i = (o = this.element[w]) != null ? o : [];
2660        i.push(this.id);
2661        this.element[w] = i
2662      }
2663
2664      t.prototype.trigger = function(t) {
2665        if (!this.enabled) {
2666          return
2667        }
2668        if (this.callback != null) {
2669          this.callback.apply(this.element, t)
2670        }
2671        if (this.options.triggerOnce) {
2672          return this.destroy()
2673        }
2674      };
2675      t.prototype.disable = function() {
2676        return this.enabled = false
2677      };
2678      t.prototype.enable = function() {
2679        this.context.refresh();
2680        return this.enabled = true
2681      };
2682      t.prototype.destroy = function() {
2683        delete s[this.axis][this.id];
2684        delete this.context.waypoints[this.axis][this.id];
2685        return this.context.checkEmpty()
2686      };
2687      t.getWaypointsByElement = function(t) {
2688        var e, r;
2689        r = t[w];
2690        if (!r) {
2691          return []
2692        }
2693        e = n.extend({}, s.horizontal, s.vertical);
2694        return n.map(r, function(t) {
2695          return e[t]
2696        })
2697      };
2698      return t
2699    }();
2700    d = {
2701      init: function(t, e) {
2702        var r;
2703        e = n.extend({}, n.fn[g].defaults, e);
2704        if ((r = e.handler) == null) {
2705          e.handler = t
2706        }
2707        this.each(function() {
2708          var t, r, i, s;
2709          t = n(this);
2710          i = (s = e.context) != null ? s : n.fn[g].defaults.context;
2711          if (!n.isWindow(i)) {
2712            i = t.closest(i)
2713          }
2714          i = n(i);
2715          r = c[i[0][u]];
2716          if (!r) {
2717            r = new o(i)
2718          }
2719          return new l(t, r, e)
2720        });
2721        n[m]("refresh");
2722        return this
2723      }, disable: function() {
2724        return d._invoke.call(this, "disable")
2725      }, enable: function() {
2726        return d._invoke.call(this, "enable")
2727      }, destroy: function() {
2728        return d._invoke.call(this, "destroy")
2729      }, prev: function(t, e) {
2730        return d._traverse.call(this, t, e, function(t, e, n) {
2731          if (e > 0) {
2732            return t.push(n[e - 1])
2733          }
2734        })
2735      }, next: function(t, e) {
2736        return d._traverse.call(this, t, e, function(t, e, n) {
2737          if (e < n.length - 1) {
2738            return t.push(n[e + 1])
2739          }
2740        })
2741      }, _traverse: function(t, e, i) {
2742        var o, l;
2743        if (t == null) {
2744          t = "vertical"
2745        }
2746        if (e == null) {
2747          e = r
2748        }
2749        l = h.aggregate(e);
2750        o = [];
2751        this.each(function() {
2752          var e;
2753          e = n.inArray(this, l[t]);
2754          return i(o, e, l[t])
2755        });
2756        return this.pushStack(o)
2757      }, _invoke: function(t) {
2758        this.each(function() {
2759          var e;
2760          e = l.getWaypointsByElement(this);
2761          return n.each(e, function(e, n) {
2762            n[t]();
2763            return true
2764          })
2765        });
2766        return this
2767      }
2768    };
2769    n.fn[g] = function() {
2770      var t, r;
2771      r = arguments[0], t = 2 <= arguments.length ? e.call(arguments, 1) : [];
2772      if (d[r]) {
2773        return d[r].apply(this, t)
2774      } else if (n.isFunction(r)) {
2775        return d.init.apply(this, arguments)
2776      } else if (n.isPlainObject(r)) {
2777        return d.init.apply(this, [null, r])
2778      } else if (!r) {
2779        return n.error("jQuery Waypoints needs a callback function or handler option.")
2780      } else {
2781        return n.error("The " + r + " method does not exist in jQuery Waypoints.")
2782      }
2783    };
2784    n.fn[g].defaults = {context: r, continuous: true, enabled: true, horizontal: false, offset: 0, triggerOnce: false};
2785    h = {
2786      refresh: function() {
2787        return n.each(c, function(t, e) {
2788          return e.refresh()
2789        })
2790      }
2790, viewportHeight: function() {
2791        var t;
2792        return (t = r.innerHeight) != null ? t : i.height()
2793      }, aggregate: function(t) {
2794        var e, r, i;
2795        e = s;
2796        if (t) {
2797          e = (i = c[n(t)[0][u]]) != null ? i.waypoints : void 0
2798        }
2799        if (!e) {
2800          return []
2801        }
2802        r = {horizontal: [], vertical: []};
2803        n.each(r, function(t, i) {
2804          n.each(e[t], function(t, e) {
2805            return i.push(e)
2806          });
2807          i.sort(function(t, e) {
2808            return t.offset - e.offset
2809          });
2810          r[t] = n.map(i, function(t) {
2811            return t.element
2812          });
2813          return r[t] = n.unique(r[t])
2814        });
2815        return r
2816      }, above: function(t) {
2817        if (t == null) {
2818          t = r
2819        }
2820        return h._filter(t, "vertical", function(t, e) {
2821          return e.offset <= t.oldScroll.y
2822        })
2823      }, below: function(t) {
2824        if (t == null) {
2825          t = r
2826        }
2827        return h._filter(t, "vertical", function(t, e) {
2828          return e.offset > t.oldScroll.y
2829        })
2830      }, left: function(t) {
2831        if (t == null) {
2832          t = r
2833        }
2834        return h._filter(t, "horizontal", function(t, e) {
2835          return e.offset <= t.oldScroll.x
2836        })
2837      }, right: function(t) {
2838        if (t == null) {
2839          t = r
2840        }
2841        return h._filter(t, "horizontal", function(t, e) {
2842          return e.offset > t.oldScroll.x
2843        })
2844      }, enable: function() {
2845        return h._invoke("enable")
2846      }, disable: function() {
2847        return h._invoke("disable")
2848      }, destroy: function() {
2849        return h._invoke("destroy")
2850      }, extendFn: function(t, e) {
2851        return d[t] = e
2852      }, _invoke: function(t) {
2853        var e;
2854        e = n.extend({}, s.vertical, s.horizontal);
2855        return n.each(e, function(e, n) {
2856          n[t]();
2857          return true
2858        })
2859      }, _filter: function(t, e, r) {
2860        var i, o;
2861        i = c[n(t)[0][u]];
2862        if (!i) {
2863          return []
2864        }
2865        o = [];
2866        n.each(i.waypoints[e], function(t, e) {
2867          if (r(i, e)) {
2868            return o.push(e)
2869          }
2870        });
2871        o.sort(function(t, e) {
2872          return t.offset - e.offset
2873        });
2874        return n.map(o, function(t) {
2875          return t.element
2876        })
2877      }
2878    };
2879    n[m] = function() {
2880      var t, n;
2881      n = arguments[0], t = 2 <= arguments.length ? e.call(arguments, 1) : [];
2882      if (h[n]) {
2883        return h[n].apply(null, t)
2884      } else {
2885        return h.aggregate.call(null, n)
2886      }
2887    };
2888    n[m].settings = {resizeThrottle: 100, scrollThrottle: 30};
2889    return i.on("load.waypoints", function() {
2890      return n[m]("refresh")
2891    })
2892  })
2893}).call(this);
2894
2895// Generated by CoffeeScript 1.6.2
2896/*
2897 Sticky Elements Shortcut for jQuery Waypoints - v2.0.5
2898 Copyright (c) 2011-2014 Caleb Troughton
2899 Licensed under the MIT license.
2900 https://github.com/imakewebthings/jquery-waypoints/blob/master/licenses.txt
2901 */
2902(function() {
2903  (function(t, n) {
2904    return n(t.jQuery)
2905  })(window, function(t) {
2906    var n, i;
2907    n = {wrapper: '<div class="sticky-wrapper" />', stuckClass: "stuck", direction: "down right"};
2908    i = function(t, n) {
2909      var i;
2910      t.wrap(n.wrapper);
2911      i = t.parent();
2912      return i.data("isWaypointStickyWrapper", true)
2913    };
2914    t.waypoints("extendFn", "sticky", function(r) {
2915      var e, a, s;
2916      a = t.extend({}, t.fn.waypoint.defaults, n, r);
2917      e = i(this, a);
2918      s = a.handler;
2919      a.handler = function(n) {
2920        var i, r;
2921        i = t(this).children(":first");
2922        r = a.direction.indexOf(n) !== -1;
2923        i.toggleClass(a.stuckClass, r);
2924        e.height(r ? i.outerHeight() : "");
2925        if (s != null) {
2926          return s.call(this, n)
2927        }
2928      };
2929      e.waypoint(a);
2930      return this.data("stuckClass", a.stuckClass)
2931    });
2932    return t.waypoints("extendFn", "unsticky", function() {
2933      var t;
2934      t = this.parent();
2935      if (!t.data("isWaypointStickyWrapper")) {
2936        return this
2937      }
2938      t.waypoint("destroy");
2939      this.unwrap();
2940      return this.removeClass(this.data("stuckClass"))
2941    })
2942  })
2943}).call(this);

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