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https://store.lipica.org/assets/js/hammer.js

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1/*! Hammer.JS - v2.0.7 - 2016-04-22
2 * http://hammerjs.github.io/
3 *
4 * Copyright (c) 2016 Jorik Tangelder;
5 * Licensed under the MIT license */
6(function(window, document, exportName, undefined) {
7  'use strict';
8
9var VENDOR_PREFIXES = ['', 'webkit', 'Moz', 'MS', 'ms', 'o'];
10var TEST_ELEMENT = document.createElement('div');
11
12var TYPE_FUNCTION = 'function';
13
14var round = Math.round;
15var abs = Math.abs;
16var 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 */
25function 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 */
38function 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 */
52function 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 * wrap a method with a deprecation warning and stack trace
76 * @param {Function} method
77 * @param {String} name
78 * @param {String} message
79 * @returns {Function} A new function wrapping the supplied method.
80 */
81function deprecate(method, name, message) {
82    var deprecationMessage = 'DEPRECATED METHOD: ' + name + '\n' + message + ' AT \n';
83    return function() {
84        var e = new Error('get-stack-trace');
85        var stack = e && e.stack ? e.stack.replace(/^[^\(]+?[\n$]/gm, '')
86            .replace(/^\s+at\s+/gm, '')
87            .replace(/^Object.<anonymous>\s*\(/gm, '{anonymous}()@') : 'Unknown Stack Trace';
88
89        var log = window.console && (window.console.warn || window.console.log);
90        if (log) {
91            log.call(window.console, deprecationMessage, stack);
92        }
93        return method.apply(this, arguments);
94    };
95}
96
97/**
98 * extend object.
99 * means that properties in dest will be overwritten by the ones in src.
100 * @param {Object} target
101 * @param {...Object} objects_to_assign
102 * @returns {Object} target
103 */
104var assign;
105if (typeof Object.assign !== 'function') {
106    assign = function assign(target) {
107        if (target === undefined || target === null) {
108            throw new TypeError('Cannot convert undefined or null to object');
109        }
110
111        var output = Object(target);
112        for (var index = 1; index < arguments.length; index++) {
113            var source = arguments[index];
114            if (source !== undefined && source !== null) {
115                for (var nextKey in source) {
116                    if (source.hasOwnProperty(nextKey)) {
117                        output[nextKey] = source[nextKey];
118                    }
119                }
120            }
121        }
122        return output;
123    };
124} else {
125    assign = Object.assign;
126}
127
128/**
129 * extend object.
130 * means that properties in dest will be overwritten by the ones in src.
131 * @param {Object} dest
132 * @param {Object} src
133 * @param {Boolean} [merge=false]
134 * @returns {Object} dest
135 */
136var extend = deprecate(function extend(dest, src, merge) {
137    var keys = Object.keys(src);
138    var i = 0;
139    while (i < keys.length) {
140        if (!merge || (merge && dest[keys[i]] === undefined)) {
141            dest[keys[i]] = src[keys[i]];
142        }
143        i++;
144    }
145    return dest;
146}, 'extend', 'Use `assign`.');
147
148/**
149 * merge the values from src in the dest.
150 * means that properties that exist in dest will not be overwritten by src
151 * @param {Object} dest
152 * @param {Object} src
153 * @returns {Object} dest
154 */
155var merge = deprecate(function merge(dest, src) {
156    return extend(dest, src, true);
157}, 'merge', 'Use `assign`.');
158
159/**
160 * simple class inheritance
161 * @param {Function} child
162 * @param {Function} base
163 * @param {Object} [properties]
164 */
165function inherit(child, base, properties) {
166    var baseP = base.prototype,
167        childP;
168
169    childP = child.prototype = Object.create(baseP);
170    childP.constructor = child;
171    childP._super = baseP;
172
173    if (properties) {
174        assign(childP, properties);
175    }
176}
177
178/**
179 * simple function bind
180 * @param {Function} fn
181 * @param {Object} context
182 * @returns {Function}
183 */
184function bindFn(fn, context) {
185    return function boundFn() {
186        return fn.apply(context, arguments);
187    };
188}
189
190/**
191 * let a boolean value also be a function that must return a boolean
192 * this first item in args will be used as the context
193 * @param {Boolean|Function} val
194 * @param {Array} [args]
195 * @returns {Boolean}
196 */
197function boolOrFn(val, args) {
198    if (typeof val == TYPE_FUNCTION) {
199        return val.apply(args ? args[0] || undefined : undefined, args);
200    }
201    return val;
202}
203
204/**
205 * use the val2 when val1 is undefined
206 * @param {*} val1
207 * @param {*} val2
208 * @returns {*}
209 */
210function ifUndefined(val1, val2) {
211    return (val1 === undefined) ? val2 : val1;
212}
213
214/**
215 * addEventListener with multiple events at once
216 * @param {EventTarget} target
217 * @param {String} types
218 * @param {Function} handler
219 */
220function addEventListeners(target, types, handler) {
221    each(splitStr(types), function(type) {
222        target.addEventListener(type, handler, false);
223    });
224}
225
226/**
227 * removeEventListener with multiple events at once
228 * @param {EventTarget} target
229 * @param {String} types
230 * @param {Function} handler
231 */
232function removeEventListeners(target, types, handler) {
233    each(splitStr(types), function(type) {
234        target.removeEventListener(type, handler, false);
235    });
236}
237
238/**
239 * find if a node is in the given parent
240 * @method hasParent
241 * @param {HTMLElement} node
242 * @param {HTMLElement} parent
243 * @return {Boolean} found
244 */
245function hasParent(node, parent) {
246    while (node) {
247        if (node == parent) {
248            return true;
249        }
250        node = node.parentNode;
251    }
252    return false;
253}
254
255/**
256 * small indexOf wrapper
257 * @param {String} str
258 * @param {String} find
259 * @returns {Boolean} found
260 */
261function inStr(str, find) {
262    return str.indexOf(find) > -1;
263}
264
265/**
266 * split string on whitespace
267 * @param {String} str
268 * @returns {Array} words
269 */
270function splitStr(str) {
271    return str.trim().split(/\s+/g);
272}
273
274/**
275 * find if a array contains the object using indexOf or a simple polyFill
276 * @param {Array} src
277 * @param {String} find
278 * @param {String} [findByKey]
279 * @return {Boolean|Number} false when not found, or the index
280 */
281function inArray(src, find, findByKey) {
282    if (src.indexOf && !findByKey) {
283        return src.indexOf(find);
284    } else {
285        var i = 0;
286        while (i < src.length) {
287            if ((findByKey && src[i][findByKey] == find) || (!findByKey && src[i] === find)) {
288                return i;
289            }
290            i++;
291        }
292        return -1;
293    }
294}
295
296/**
297 * convert array-like objects to real arrays
298 * @param {Object} obj
299 * @returns {Array}
300 */
301function toArray(obj) {
302    return Array.prototype.slice.call(obj, 0);
303}
304
305/**
306 * unique array with objects based on a key (like 'id') or just by the array's value
307 * @param {Array} src [{id:1},{id:2},{id:1}]
308 * @param {String} [key]
309 * @param {Boolean} [sort=False]
310 * @returns {Array} [{id:1},{id:2}]
311 */
312function uniqueArray(src, key, sort) {
313    var results = [];
314    var values = [];
315    var i = 0;
316
317    while (i < src.length) {
318        var val = key ? src[i][key] : src[i];
319        if (inArray(values, val) < 0) {
320            results.push(src[i]);
321        }
322        values[i] = val;
323        i++;
324    }
325
326    if (sort) {
327        if (!key) {
328            results = results.sort();
329        } else {
330            results = results.sort(function sortUniqueArray(a, b) {
331                return a[key] > b[key];
332            });
333        }
334    }
335
336    return results;
337}
338
339/**
340 * get the prefixed property
341 * @param {Object} obj
342 * @param {String} property
343 * @returns {String|Undefined} prefixed
344 */
345function prefixed(obj, property) {
346    var prefix, prop;
347    var camelProp = property[0].toUpperCase() + property.slice(1);
348
349    var i = 0;
350    while (i < VENDOR_PREFIXES.length) {
351        prefix = VENDOR_PREFIXES[i];
352        prop = (prefix) ? prefix + camelProp : property;
353
354        if (prop in obj) {
355            return prop;
356        }
357        i++;
358    }
359    return undefined;
360}
361
362/**
363 * get a unique id
364 * @returns {number} uniqueId
365 */
366var _uniqueId = 1;
367function uniqueId() {
368    return _uniqueId++;
369}
370
371/**
372 * get the window object of an element
373 * @param {HTMLElement} element
374 * @returns {DocumentView|Window}
375 */
376function getWindowForElement(element) {
377    var doc = element.ownerDocument || element;
378    return (doc.defaultView || doc.parentWindow || window);
379}
380
381var MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i;
382
383var SUPPORT_TOUCH = ('ontouchstart' in window);
384var SUPPORT_POINTER_EVENTS = prefixed(window, 'PointerEvent') !== undefined;
385var SUPPORT_ONLY_TOUCH = SUPPORT_TOUCH && MOBILE_REGEX.test(navigator.userAgent);
386
387var INPUT_TYPE_TOUCH = 'touch';
388var INPUT_TYPE_PEN = 'pen';
389var INPUT_TYPE_MOUSE = 'mouse';
390var INPUT_TYPE_KINECT = 'kinect';
391
392var COMPUTE_INTERVAL = 25;
393
394var INPUT_START = 1;
395var INPUT_MOVE = 2;
396var INPUT_END = 4;
397var INPUT_CANCEL = 8;
398
399var DIRECTION_NONE = 1;
400var DIRECTION_LEFT = 2;
401var DIRECTION_RIGHT = 4;
402var DIRECTION_UP = 8;
403var DIRECTION_DOWN = 16;
404
405var DIRECTION_HORIZONTAL = DIRECTION_LEFT | DIRECTION_RIGHT;
406var DIRECTION_VERTICAL = DIRECTION_UP | DIRECTION_DOWN;
407var DIRECTION_ALL = DIRECTION_HORIZONTAL | DIRECTION_VERTICAL;
408
409var PROPS_XY = ['x', 'y'];
410var PROPS_CLIENT_XY = ['clientX', 'clientY'];
411
412/**
413 * create new input type manager
414 * @param {Manager} manager
415 * @param {Function} callback
416 * @returns {Input}
417 * @constructor
418 */
419function Input(manager, callback) {
420    var self = this;
421    this.manager = manager;
422    this.callback = callback;
423    this.element = manager.element;
424    this.target = manager.options.inputTarget;
425
426    // smaller wrapper around the handler, for the scope and the enabled state of the manager,
427    // so when disabled the input events are completely bypassed.
428    this.domHandler = function(ev) {
429        if (boolOrFn(manager.options.enable, [manager])) {
430            self.handler(ev);
431        }
432    };
433
434    this.init();
435
436}
437
438Input.prototype = {
439    /**
440     * should handle the inputEvent data and trigger the callback
441     * @virtual
442     */
443    handler: function() { },
444
445    /**
446     * bind the events
447     */
448    init: function() {
449        this.evEl && addEventListeners(this.element, this.evEl, this.domHandler);
450        this.evTarget && addEventListeners(this.target, this.evTarget, this.domHandler);
451        this.evWin && addEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
452    },
453
454    /**
455     * unbind the events
456     */
457    destroy: function() {
458        this.evEl && removeEventListeners(this.element, this.evEl, this.domHandler);
459        this.evTarget && removeEventListeners(this.target, this.evTarget, this.domHandler);
460        this.evWin && removeEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
461    }
462};
463
464/**
465 * create new input type manager
466 * called by the Manager constructor
467 * @param {Hammer} manager
468 * @returns {Input}
469 */
470function createInputInstance(manager) {
471    var Type;
472    var inputClass = manager.options.inputClass;
473
474    if (inputClass) {
475        Type = inputClass;
476    } else if (SUPPORT_POINTER_EVENTS) {
477        Type = PointerEventInput;
478    } else if (SUPPORT_ONLY_TOUCH) {
479        Type = TouchInput;
480    } else if (!SUPPORT_TOUCH) {
481        Type = MouseInput;
482    } else {
483        Type = TouchMouseInput;
484    }
485    return new (Type)(manager, inputHandler);
486}
487
488/**
489 * handle input events
490 * @param {Manager} manager
491 * @param {String} eventType
492 * @param {Object} input
493 */
494function inputHandler(manager, eventType, input) {
495    var pointersLen = input.pointers.length;
496    var changedPointersLen = input.changedPointers.length;
497    var isFirst = (eventType & INPUT_START && (pointersLen - changedPointersLen === 0));
498    var isFinal = (eventType & (INPUT_END | INPUT_CANCEL) && (pointersLen - changedPointersLen === 0));
499
500    input.isFirst = !!isFirst;
501    input.isFinal = !!isFinal;
502
503    if (isFirst) {
504        manager.session = {};
505    }
506
507    // source event is the normalized value of the domEvents
508    // like 'touchstart, mouseup, pointerdown'
509    input.eventType = eventType;
510
511    // compute scale, rotation etc
512    computeInputData(manager, input);
513
514    // emit secret event
515    manager.emit('hammer.input', input);
516
517    manager.recognize(input);
518    manager.session.prevInput = input;
519}
520
521/**
522 * extend the data with some usable properties like scale, rotate, velocity etc
523 * @param {Object} manager
524 * @param {Object} input
525 */
526function computeInputData(manager, input) {
527    var session = manager.session;
528    var pointers = input.pointers;
529    var pointersLength = pointers.length;
530
531    // store the first input to calculate the distance and direction
532    if (!session.firstInput) {
533        session.firstInput = simpleCloneInputData(input);
534    }
535
536    // to compute scale and rotation we need to store the multiple touches
537    if (pointersLength > 1 && !session.firstMultiple) {
538        session.firstMultiple = simpleCloneInputData(input);
539    } else if (pointersLength === 1) {
540        session.firstMultiple = false;
541    }
542
543    var firstInput = session.firstInput;
544    var firstMultiple = session.firstMultiple;
545    var offsetCenter = firstMultiple ? firstMultiple.center : firstInput.center;
546
547    var center = input.center = getCenter(pointers);
548    input.timeStamp = now();
549    input.deltaTime = input.timeStamp - firstInput.timeStamp;
550
551    input.angle = getAngle(offsetCenter, center);
552    input.distance = getDistance(offsetCenter, center);
553
554    computeDeltaXY(session, input);
555    input.offsetDirection = getDirection(input.deltaX, input.deltaY);
556
557    var overallVelocity = getVelocity(input.deltaTime, input.deltaX, input.deltaY);
558    input.overallVelocityX = overallVelocity.x;
559    input.overallVelocityY = overallVelocity.y;
560    input.overallVelocity = (abs(overallVelocity.x) > abs(overallVelocity.y)) ? overallVelocity.x : overallVelocity.y;
561
562    input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;
563    input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;
564
565    input.maxPointers = !session.prevInput ? input.pointers.length : ((input.pointers.length >
566        session.prevInput.maxPointers) ? input.pointers.length : session.prevInput.maxPointers);
567
568    computeIntervalInputData(session, input);
569
570    // find the correct target
571    var target = manager.element;
572    if (hasParent(input.srcEvent.target, target)) {
573        target = input.srcEvent.target;
574    }
575    input.target = target;
576}
577
578function computeDeltaXY(session, input) {
579    var center = input.center;
580    var offset = session.offsetDelta || {};
581    var prevDelta = session.prevDelta || {};
582    var prevInput = session.prevInput || {};
583
584    if (input.eventType === INPUT_START || prevInput.eventType === INPUT_END) {
585        prevDelta = session.prevDelta = {
586            x: prevInput.deltaX || 0,
587            y: prevInput.deltaY || 0
588        };
589
590        offset = session.offsetDelta = {
591            x: center.x,
592            y: center.y
593        };
594    }
595
596    input.deltaX = prevDelta.x + (center.x - offset.x);
597    input.deltaY = prevDelta.y + (center.y - offset.y);
598}
599
600/**
601 * velocity is calculated every x ms
602 * @param {Object} session
603 * @param {Object} input
604 */
605function computeIntervalInputData(session, input) {
606    var last = session.lastInterval || input,
607        deltaTime = input.timeStamp - last.timeStamp,
608        velocity, velocityX, velocityY, direction;
609
610    if (input.eventType != INPUT_CANCEL && (deltaTime > COMPUTE_INTERVAL || last.velocity === undefined)) {
611        var deltaX = input.deltaX - last.deltaX;
612        var deltaY = input.deltaY - last.deltaY;
613
614        var v = getVelocity(deltaTime, deltaX, deltaY);
615        velocityX = v.x;
616        velocityY = v.y;
617        velocity = (abs(v.x) > abs(v.y)) ? v.x : v.y;
618        direction = getDirection(deltaX, deltaY);
619
620        session.lastInterval = input;
621    } else {
622        // use latest velocity info if it doesn't overtake a minimum period
623        velocity = last.velocity;
624        velocityX = last.velocityX;
625        velocityY = last.velocityY;
626        direction = last.direction;
627    }
628
629    input.velocity = velocity;
630    input.velocityX = velocityX;
631    input.velocityY = velocityY;
632    input.direction = direction;
633}
634
635/**
636 * create a simple clone from the input used for storage of firstInput and firstMultiple
637 * @param {Object} input
638 * @returns {Object} clonedInputData
639 */
640function simpleCloneInputData(input) {
641    // make a simple copy of the pointers because we will get a reference if we don't
642    // we only need clientXY for the calculations
643    var pointers = [];
644    var i = 0;
645    while (i < input.pointers.length) {
646        pointers[i] = {
647            clientX: round(input.pointers[i].clientX),
648            clientY: round(input.pointers[i].clientY)
649        };
650        i++;
651    }
652
653    return {
654        timeStamp: now(),
655        pointers: pointers,
656        center: getCenter(pointers),
657        deltaX: input.deltaX,
658        deltaY: input.deltaY
659    };
660}
661
662/**
663 * get the center of all the pointers
664 * @param {Array} pointers
665 * @return {Object} center contains `x` and `y` properties
666 */
667function getCenter(pointers) {
668    var pointersLength = pointers.length;
669
670    // no need to loop when only one touch
671    if (pointersLength === 1) {
672        return {
673            x: round(pointers[0].clientX),
674            y: round(pointers[0].clientY)
675        };
676    }
677
678    var x = 0, y = 0, i = 0;
679    while (i < pointersLength) {
680        x += pointers[i].clientX;
681        y += pointers[i].clientY;
682        i++;
683    }
684
685    return {
686        x: round(x / pointersLength),
687        y: round(y / pointersLength)
688    };
689}
690
691/**
692 * calculate the velocity between two points. unit is in px per ms.
693 * @param {Number} deltaTime
694 * @param {Number} x
695 * @param {Number} y
696 * @return {Object} velocity `x` and `y`
697 */
698function getVelocity(deltaTime, x, y) {
699    return {
700        x: x / deltaTime || 0,
701        y: y / deltaTime || 0
702    };
703}
704
705/**
706 * get the direction between two points
707 * @param {Number} x
708 * @param {Number} y
709 * @return {Number} direction
710 */
711function getDirection(x, y) {
712    if (x === y) {
713        return DIRECTION_NONE;
714    }
715
716    if (abs(x) >= abs(y)) {
717        return x < 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;
718    }
719    return y < 0 ? DIRECTION_UP : DIRECTION_DOWN;
720}
721
722/**
723 * calculate the absolute distance between two points
724 * @param {Object} p1 {x, y}
725 * @param {Object} p2 {x, y}
726 * @param {Array} [props] containing x and y keys
727 * @return {Number} distance
728 */
729function getDistance(p1, p2, props) {
730    if (!props) {
731        props = PROPS_XY;
732    }
733    var x = p2[props[0]] - p1[props[0]],
734        y = p2[props[1]] - p1[props[1]];
735
736    return Math.sqrt((x * x) + (y * y));
737}
738
739/**
740 * calculate the angle between two coordinates
741 * @param {Object} p1
742 * @param {Object} p2
743 * @param {Array} [props] containing x and y keys
744 * @return {Number} angle
745 */
746function getAngle(p1, p2, props) {
747    if (!props) {
748        props = PROPS_XY;
749    }
750    var x = p2[props[0]] - p1[props[0]],
751        y = p2[props[1]] - p1[props[1]];
752    return Math.atan2(y, x) * 180 / Math.PI;
753}
754
755/**
756 * calculate the rotation degrees between two pointersets
757 * @param {Array} start array of pointers
758 * @param {Array} end array of pointers
759 * @return {Number} rotation
760 */
761function getRotation(start, end) {
762    return getAngle(end[1], end[0], PROPS_CLIENT_XY) + getAngle(start[1], start[0], PROPS_CLIENT_XY);
763}
764
765/**
766 * calculate the scale factor between two pointersets
767 * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out
768 * @param {Array} start array of pointers
769 * @param {Array} end array of pointers
770 * @return {Number} scale
771 */
772function getScale(start, end) {
773    return getDistance(end[0], end[1], PROPS_CLIENT_XY) / getDistance(start[0], start[1], PROPS_CLIENT_XY);
774}
775
776var MOUSE_INPUT_MAP = {
777    mousedown: INPUT_START,
778    mousemove: INPUT_MOVE,
779    mouseup: INPUT_END
780};
781
782var MOUSE_ELEMENT_EVENTS = 'mousedown';
783var MOUSE_WINDOW_EVENTS = 'mousemove mouseup';
784
785/**
786 * Mouse events input
787 * @constructor
788 * @extends Input
789 */
790function MouseInput() {
791    this.evEl = MOUSE_ELEMENT_EVENTS;
792    this.evWin = MOUSE_WINDOW_EVENTS;
793
794    this.pressed = false; // mousedown state
795
796    Input.apply(this, arguments);
797}
798
799inherit(MouseInput, Input, {
800    /**
801     * handle mouse events
802     * @param {Object} ev
803     */
804    handler: function MEhandler(ev) {
805        var eventType = MOUSE_INPUT_MAP[ev.type];
806
807        // on start we want to have the left mouse button down
808        if (eventType & INPUT_START && ev.button === 0) {
809            this.pressed = true;
810        }
811
812        if (eventType & INPUT_MOVE && ev.which !== 1) {
813            eventType = INPUT_END;
814        }
815
816        // mouse must be down
817        if (!this.pressed) {
818            return;
819        }
820
821        if (eventType & INPUT_END) {
822            this.pressed = false;
823        }
824
825        this.callback(this.manager, eventType, {
826            pointers: [ev],
827            changedPointers: [ev],
828            pointerType: INPUT_TYPE_MOUSE,
829            srcEvent: ev
830        });
831    }
832});
833
834var POINTER_INPUT_MAP = {
835    pointerdown: INPUT_START,
836    pointermove: INPUT_MOVE,
837    pointerup: INPUT_END,
838    pointercancel: INPUT_CANCEL,
839    pointerout: INPUT_CANCEL
840};
841
842// in IE10 the pointer types is defined as an enum
843var IE10_POINTER_TYPE_ENUM = {
844    2: INPUT_TYPE_TOUCH,
845    3: INPUT_TYPE_PEN,
846    4: INPUT_TYPE_MOUSE,
847    5: INPUT_TYPE_KINECT // see https://twitter.com/jacobrossi/status/480596438489890816
848};
849
850var POINTER_ELEMENT_EVENTS = 'pointerdown';
851var POINTER_WINDOW_EVENTS = 'pointermove pointerup pointercancel';
852
853// IE10 has prefixed support, and case-sensitive
854if (window.MSPointerEvent && !window.PointerEvent) {
855    POINTER_ELEMENT_EVENTS = 'MSPointerDown';
856    POINTER_WINDOW_EVENTS = 'MSPointerMove MSPointerUp MSPointerCancel';
857}
858
859/**
860 * Pointer events input
861 * @constructor
862 * @extends Input
863 */
864function PointerEventInput() {
865    this.evEl = POINTER_ELEMENT_EVENTS;
866    this.evWin = POINTER_WINDOW_EVENTS;
867
868    Input.apply(this, arguments);
869
870    this.store = (this.manager.session.pointerEvents = []);
871}
872
873inherit(PointerEventInput, Input, {
874    /**
875     * handle mouse events
876     * @param {Object} ev
877     */
878    handler: function PEhandler(ev) {
879        var store = this.store;
880        var removePointer = false;
881
882        var eventTypeNormalized = ev.type.toLowerCase().replace('ms', '');
883        var eventType = POINTER_INPUT_MAP[eventTypeNormalized];
884        var pointerType = IE10_POINTER_TYPE_ENUM[ev.pointerType] || ev.pointerType;
885
886        var isTouch = (pointerType == INPUT_TYPE_TOUCH);
887
888        // get index of the event in the store
889        var storeIndex = inArray(store, ev.pointerId, 'pointerId');
890
891        // start and mouse must be down
892        if (eventType & INPUT_START && (ev.button === 0 || isTouch)) {
893            if (storeIndex < 0) {
894                store.push(ev);
895                storeIndex = store.length - 1;
896            }
897        } else if (eventType & (INPUT_END | INPUT_CANCEL)) {
898            removePointer = true;
899        }
900
901        // it not found, so the pointer hasn't been down (so it's probably a hover)
902        if (storeIndex < 0) {
903            return;
904        }
905
906        // update the event in the store
907        store[storeIndex] = ev;
908
909        this.callback(this.manager, eventType, {
910            pointers: store,
911            changedPointers: [ev],
912            pointerType: pointerType,
913            srcEvent: ev
914        });
915
916        if (removePointer) {
917            // remove from the store
918            store.splice(storeIndex, 1);
919        }
920    }
921});
922
923var SINGLE_TOUCH_INPUT_MAP = {
924    touchstart: INPUT_START,
925    touchmove: INPUT_MOVE,
926    touchend: INPUT_END,
927    touchcancel: INPUT_CANCEL
928};
929
930var SINGLE_TOUCH_TARGET_EVENTS = 'touchstart';
931var SINGLE_TOUCH_WINDOW_EVENTS = 'touchstart touchmove touchend touchcancel';
932
933/**
934 * Touch events input
935 * @constructor
936 * @extends Input
937 */
938function SingleTouchInput() {
939    this.evTarget = SINGLE_TOUCH_TARGET_EVENTS;
940    this.evWin = SINGLE_TOUCH_WINDOW_EVENTS;
941    this.started = false;
942
943    Input.apply(this, arguments);
944}
945
946inherit(SingleTouchInput, Input, {
947    handler: function TEhandler(ev) {
948        var type = SINGLE_TOUCH_INPUT_MAP[ev.type];
949
950        // should we handle the touch events?
951        if (type === INPUT_START) {
952            this.started = true;
953        }
954
955        if (!this.started) {
956            return;
957        }
958
959        var touches = normalizeSingleTouches.call(this, ev, type);
960
961        // when done, reset the started state
962        if (type & (INPUT_END | INPUT_CANCEL) && touches[0].length - touches[1].length === 0) {
963            this.started = false;
964        }
965
966        this.callback(this.manager, type, {
967            pointers: touches[0],
968            changedPointers: touches[1],
969            pointerType: INPUT_TYPE_TOUCH,
970            srcEvent: ev
971        });
972    }
973});
974
975/**
976 * @this {TouchInput}
977 * @param {Object} ev
978 * @param {Number} type flag
979 * @returns {undefined|Array} [all, changed]
980 */
981function normalizeSingleTouches(ev, type) {
982    var all = toArray(ev.touches);
983    var changed = toArray(ev.changedTouches);
984
985    if (type & (INPUT_END | INPUT_CANCEL)) {
986        all = uniqueArray(all.concat(changed), 'identifier', true);
987    }
988
989    return [all, changed];
990}
991
992var TOUCH_INPUT_MAP = {
993    touchstart: INPUT_START,
994    touchmove: INPUT_MOVE,
995    touchend: INPUT_END,
996    touchcancel: INPUT_CANCEL
997};
998
999var TOUCH_TARGET_EVENTS = 'touchstart touchmove touchend touchcancel';
1000
1001/**
1002 * Multi-user touch events input
1003 * @constructor
1004 * @extends Input
1005 */
1006function TouchInput() {
1007    this.evTarget = TOUCH_TARGET_EVENTS;
1008    this.targetIds = {};
1009
1010    Input.apply(this, arguments);
1011}
1012
1013inherit(TouchInput, Input, {
1014    handler: function MTEhandler(ev) {
1015        var type = TOUCH_INPUT_MAP[ev.type];
1016        var touches = getTouches.call(this, ev, type);
1017        if (!touches) {
1018            return;
1019        }
1020
1021        this.callback(this.manager, type, {
1022            pointers: touches[0],
1023            changedPointers: touches[1],
1024            pointerType: INPUT_TYPE_TOUCH,
1025            srcEvent: ev
1026        });
1027    }
1028});
1029
1030/**
1031 * @this {TouchInput}
1032 * @param {Object} ev
1033 * @param {Number} type flag
1034 * @returns {undefined|Array} [all, changed]
1035 */
1036function getTouches(ev, type) {
1037    var allTouches = toArray(ev.touches);
1038    var targetIds = this.targetIds;
1039
1040    // when there is only one touch, the process can be simplified
1041    if (type & (INPUT_START | INPUT_MOVE) && allTouches.length === 1) {
1042        targetIds[allTouches[0].identifier] = true;
1043        return [allTouches, allTouches];
1044    }
1045
1046    var i,
1047        targetTouches,
1048        changedTouches = toArray(ev.changedTouches),
1049        changedTargetTouches = [],
1050        target = this.target;
1051
1052    // get target touches from touches
1053    targetTouches = allTouches.filter(function(touch) {
1054        return hasParent(touch.target, target);
1055    });
1056
1057    // collect touches
1058    if (type === INPUT_START) {
1059        i = 0;
1060        while (i < targetTouches.length) {
1061            targetIds[targetTouches[i].identifier] = true;
1062            i++;
1063        }
1064    }
1065
1066    // filter changed touches to only contain touches that exist in the collected target ids
1067    i = 0;
1068    while (i < changedTouches.length) {
1069        if (targetIds[changedTouches[i].identifier]) {
1070            changedTargetTouches.push(changedTouches[i]);
1071        }
1072
1073        // cleanup removed touches
1074        if (type & (INPUT_END | INPUT_CANCEL)) {
1075            delete targetIds[changedTouches[i].identifier];
1076        }
1077        i++;
1078    }
1079
1080    if (!changedTargetTouches.length) {
1081        return;
1082    }
1083
1084    return [
1085        // merge targetTouches with changedTargetTouches so it contains ALL touches, including 'end' and 'cancel'
1086        uniqueArray(targetTouches.concat(changedTargetTouches), 'identifier', true),
1087        changedTargetTouches
1088    ];
1089}
1090
1091/**
1092 * Combined touch and mouse input
1093 *
1094 * Touch has a higher priority then mouse, and while touching no mouse events are allowed.
1095 * This because touch devices also emit mouse events while doing a touch.
1096 *
1097 * @constructor
1098 * @extends Input
1099 */
1100
1101var DEDUP_TIMEOUT = 2500;
1102var DEDUP_DISTANCE = 25;
1103
1104function TouchMouseInput() {
1105    Input.apply(this, arguments);
1106
1107    var handler = bindFn(this.handler, this);
1108    this.touch = new TouchInput(this.manager, handler);
1109    this.mouse = new MouseInput(this.manager, handler);
1110
1111    this.primaryTouch = null;
1112    this.lastTouches = [];
1113}
1114
1115inherit(TouchMouseInput, Input, {
1116    /**
1117     * handle mouse and touch events
1118     * @param {Hammer} manager
1119     * @param {String} inputEvent
1120     * @param {Object} inputData
1121     */
1122    handler: function TMEhandler(manager, inputEvent, inputData) {
1123        var isTouch = (inputData.pointerType == INPUT_TYPE_TOUCH),
1124            isMouse = (inputData.pointerType == INPUT_TYPE_MOUSE);
1125
1126        if (isMouse && inputData.sourceCapabilities && inputData.sourceCapabilities.firesTouchEvents) {
1127            return;
1128        }
1129
1130        // when we're in a touch event, record touches to  de-dupe synthetic mouse event
1131        if (isTouch) {
1132            recordTouches.call(this, inputEvent, inputData);
1133        } else if (isMouse && isSyntheticEvent.call(this, inputData)) {
1134            return;
1135        }
1136
1137        this.callback(manager, inputEvent, inputData);
1138    },
1139
1140    /**
1141     * remove the event listeners
1142     */
1143    destroy: function destroy() {
1144        this.touch.destroy();
1145        this.mouse.destroy();
1146    }
1147});
1148
1149function recordTouches(eventType, eventData) {
1150    if (eventType & INPUT_START) {
1151        this.primaryTouch = eventData.changedPointers[0].identifier;
1152        setLastTouch.call(this, eventData);
1153    } else if (eventType & (INPUT_END | INPUT_CANCEL)) {
1154        setLastTouch.call(this, eventData);
1155    }
1156}
1157
1158function setLastTouch(eventData) {
1159    var touch = eventData.changedPointers[0];
1160
1161    if (touch.identifier === this.primaryTouch) {
1162        var lastTouch = {x: touch.clientX, y: touch.clientY};
1163        this.lastTouches.push(lastTouch);
1164        var lts = this.lastTouches;
1165        var removeLastTouch = function() {
1166            var i = lts.indexOf(lastTouch);
1167            if (i > -1) {
1168                lts.splice(i, 1);
1169            }
1170        };
1171        setTimeout(removeLastTouch, DEDUP_TIMEOUT);
1172    }
1173}
1174
1175function isSyntheticEvent(eventData) {
1176    var x = eventData.srcEvent.clientX, y = eventData.srcEvent.clientY;
1177    for (var i = 0; i < this.lastTouches.length; i++) {
1178        var t = this.lastTouches[i];
1179        var dx = Math.abs(x - t.x), dy = Math.abs(y - t.y);
1180        if (dx <= DEDUP_DISTANCE && dy <= DEDUP_DISTANCE) {
1181            return true;
1182        }
1183    }
1184    return false;
1185}
1186
1187var PREFIXED_TOUCH_ACTION = prefixed(TEST_ELEMENT.style, 'touchAction');
1188var NATIVE_TOUCH_ACTION = PREFIXED_TOUCH_ACTION !== undefined;
1189
1190// magical touchAction value
1191var TOUCH_ACTION_COMPUTE = 'compute';
1192var TOUCH_ACTION_AUTO = 'auto';
1193var TOUCH_ACTION_MANIPULATION = 'manipulation'; // not implemented
1194var TOUCH_ACTION_NONE = 'none';
1195var TOUCH_ACTION_PAN_X = 'pan-x';
1196var TOUCH_ACTION_PAN_Y = 'pan-y';
1197var TOUCH_ACTION_MAP = getTouchActionProps();
1198
1199/**
1200 * Touch Action
1201 * sets the touchAction property or uses the js alternative
1202 * @param {Manager} manager
1203 * @param {String} value
1204 * @constructor
1205 */
1206function TouchAction(manager, value) {
1207    this.manager = manager;
1208    this.set(value);
1209}
1210
1211TouchAction.prototype = {
1212    /**
1213     * set the touchAction value on the element or enable the polyfill
1214     * @param {String} value
1215     */
1216    set: function(value) {
1217        // find out the touch-action by the event handlers
1218        if (value == TOUCH_ACTION_COMPUTE) {
1219            value = this.compute();
1220        }
1221
1222        if (NATIVE_TOUCH_ACTION && this.manager.element.style && TOUCH_ACTION_MAP[value]) {
1223            this.manager.element.style[PREFIXED_TOUCH_ACTION] = value;
1224        }
1225        this.actions = value.toLowerCase().trim();
1226    },
1227
1228    /**
1229     * just re-set the touchAction value
1230     */
1231    update: function() {
1232        this.set(this.manager.options.touchAction);
1233    },
1234
1235    /**
1236     * compute the value for the touchAction property based on the recognizer's settings
1237     * @returns {String} value
1238     */
1239    compute: function() {
1240        var actions = [];
1241        each(this.manager.recognizers, function(recognizer) {
1242            if (boolOrFn(recognizer.options.enable, [recognizer])) {
1243                actions = actions.concat(recognizer.getTouchAction());
1244            }
1245        });
1246        return cleanTouchActions(actions.join(' '));
1247    },
1248
1249    /**
1250     * this method is called on each input cycle and provides the preventing of the browser behavior
1251     * @param {Object} input
1252     */
1253    preventDefaults: function(input) {
1254        var srcEvent = input.srcEvent;
1255        var direction = input.offsetDirection;
1256
1257        // if the touch action did prevented once this session
1258        if (this.manager.session.prevented) {
1259            srcEvent.preventDefault();
1260            return;
1261        }
1262
1263        var actions = this.actions;
1264        var hasNone = inStr(actions, TOUCH_ACTION_NONE) && !TOUCH_ACTION_MAP[TOUCH_ACTION_NONE];
1265        var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_Y];
1266        var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_X];
1267
1268        if (hasNone) {
1269            //do not prevent defaults if this is a tap gesture
1270
1271            var isTapPointer = input.pointers.length === 1;
1272            var isTapMovement = input.distance < 2;
1273            var isTapTouchTime = input.deltaTime < 250;
1274
1275            if (isTapPointer && isTapMovement && isTapTouchTime) {
1276                return;
1277            }
1278        }
1279
1280        if (hasPanX && hasPanY) {
1281            // `pan-x pan-y` means browser handles all scrolling/panning, do not prevent
1282            return;
1283        }
1284
1285        if (hasNone ||
1286            (hasPanY && direction & DIRECTION_HORIZONTAL) ||
1287            (hasPanX && direction & DIRECTION_VERTICAL)) {
1288            return this.preventSrc(srcEvent);
1289        }
1290    },
1291
1292    /**
1293     * call preventDefault to prevent the browser's default behavior (scrolling in most cases)
1294     * @param {Object} srcEvent
1295     */
1296    preventSrc: function(srcEvent) {
1297        this.manager.session.prevented = true;
1298        srcEvent.preventDefault();
1299    }
1300};
1301
1302/**
1303 * when the touchActions are collected they are not a valid value, so we need to clean things up. *
1304 * @param {String} actions
1305 * @returns {*}
1306 */
1307function cleanTouchActions(actions) {
1308    // none
1309    if (inStr(actions, TOUCH_ACTION_NONE)) {
1310        return TOUCH_ACTION_NONE;
1311    }
1312
1313    var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);
1314    var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);
1315
1316    // if both pan-x and pan-y are set (different recognizers
1317    // for different directions, e.g. horizontal pan but vertical swipe?)
1318    // we need none (as otherwise with pan-x pan-y combined none of these
1319    // recognizers will work, since the browser would handle all panning
1320    if (hasPanX && hasPanY) {
1321        return TOUCH_ACTION_NONE;
1322    }
1323
1324    // pan-x OR pan-y
1325    if (hasPanX || hasPanY) {
1326        return hasPanX ? TOUCH_ACTION_PAN_X : TOUCH_ACTION_PAN_Y;
1327    }
1328
1329    // manipulation
1330    if (inStr(actions, TOUCH_ACTION_MANIPULATION)) {
1331        return TOUCH_ACTION_MANIPULATION;
1332    }
1333
1334    return TOUCH_ACTION_AUTO;
1335}
1336
1337function getTouchActionProps() {
1338    if (!NATIVE_TOUCH_ACTION) {
1339        return false;
1340    }
1341    var touchMap = {};
1342    var cssSupports = window.CSS && window.CSS.supports;
1343    ['auto', 'manipulation', 'pan-y', 'pan-x', 'pan-x pan-y', 'none'].forEach(function(val) {
1344
1345        // If css.supports is not supported but there is native touch-action assume it supports
1346        // all values. This is the case for IE 10 and 11.
1347        touchMap[val] = cssSupports ? window.CSS.supports('touch-action', val) : true;
1348    });
1349    return touchMap;
1350}
1351
1352/**
1353 * Recognizer flow explained; *
1354 * All recognizers have the initial state of POSSIBLE when a input session starts.
1355 * The definition of a input session is from the first input until the last input, with all it's movement in it. *
1356 * Example session for mouse-input: mousedown -> mousemove -> mouseup
1357 *
1358 * On each recognizing cycle (see Manager.recognize) the .recognize() method is executed
1359 * which determines with state it should be.
1360 *
1361 * If the recognizer has the state FAILED, CANCELLED or RECOGNIZED (equals ENDED), it is reset to
1362 * POSSIBLE to give it another change on the next cycle.
1363 *
1364 *               Possible
1365 *                  |
1366 *            +-----+---------------+
1367 *            |                     |
1368 *      +-----+-----+               |
1369 *      |           |               |
1370 *   Failed      Cancelled          |
1371 *                          +-------+------+
1372 *                          |              |
1373 *                      Recognized       Began
1374 *                                         |
1375 *                                      Changed
1376 *                                         |
1377 *                                  Ended/Recognized
1378 */
1379var STATE_POSSIBLE = 1;
1380var STATE_BEGAN = 2;
1381var STATE_CHANGED = 4;
1382var STATE_ENDED = 8;
1383var STATE_RECOGNIZED = STATE_ENDED;
1384var STATE_CANCELLED = 16;
1385var STATE_FAILED = 32;
1386
1387/**
1388 * Recognizer
1389 * Every recognizer needs to extend from this class.
1390 * @constructor
1391 * @param {Object} options
1392 */
1393function Recognizer(options) {
1394    this.options = assign({}, this.defaults, options || {});
1395
1396    this.id = uniqueId();
1397
1398    this.manager = null;
1399
1400    // default is enable true
1401    this.options.enable = ifUndefined(this.options.enable, true);
1402
1403    this.state = STATE_POSSIBLE;
1404
1405    this.simultaneous = {};
1406    this.requireFail = [];
1407}
1408
1409Recognizer.prototype = {
1410    /**
1411     * @virtual
1412     * @type {Object}
1413     */
1414    defaults: {},
1415
1416    /**
1417     * set options
1418     * @param {Object} options
1419     * @return {Recognizer}
1420     */
1421    set: function(options) {
1422        assign(this.options, options);
1423
1424        // also update the touchAction, in case something changed about the directions/enabled state
1425        this.manager && this.manager.touchAction.update();
1426        return this;
1427    },
1428
1429    /**
1430     * recognize simultaneous with an other recognizer.
1431     * @param {Recognizer} otherRecognizer
1432     * @returns {Recognizer} this
1433     */
1434    recognizeWith: function(otherRecognizer) {
1435        if (invokeArrayArg(otherRecognizer, 'recognizeWith', this)) {
1436            return this;
1437        }
1438
1439        var simultaneous = this.simultaneous;
1440        otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
1441        if (!simultaneous[otherRecognizer.id]) {
1442            simultaneous[otherRecognizer.id] = otherRecognizer;
1443            otherRecognizer.recognizeWith(this);
1444        }
1445        return this;
1446    },
1447
1448    /**
1449     * drop the simultaneous link. it doesnt remove the link on the other recognizer.
1450     * @param {Recognizer} otherRecognizer
1451     * @returns {Recognizer} this
1452     */
1453    dropRecognizeWith: function(otherRecognizer) {
1454        if (invokeArrayArg(otherRecognizer, 'dropRecognizeWith', this)) {
1455            return this;
1456        }
1457
1458        otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
1459        delete this.simultaneous[otherRecognizer.id];
1460        return this;
1461    },
1462
1463    /**
1464     * recognizer can only run when an other is failing
1465     * @param {Recognizer} otherRecognizer
1466     * @returns {Recognizer} this
1467     */
1468    requireFailure: function(otherRecognizer) {
1469        if (invokeArrayArg(otherRecognizer, 'requireFailure', this)) {
1470            return this;
1471        }
1472
1473        var requireFail = this.requireFail;
1474        otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
1475        if (inArray(requireFail, otherRecognizer) === -1) {
1476            requireFail.push(otherRecognizer);
1477            otherRecognizer.requireFailure(this);
1478        }
1479        return this;
1480    },
1481
1482    /**
1483     * drop the requireFailure link. it does not remove the link on the other recognizer.
1484     * @param {Recognizer} otherRecognizer
1485     * @returns {Recognizer} this
1486     */
1487    dropRequireFailure: function(otherRecognizer) {
1488        if (invokeArrayArg(otherRecognizer, 'dropRequireFailure', this)) {
1489            return this;
1490        }
1491
1492        otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
1493        var index = inArray(this.requireFail, otherRecognizer);
1494        if (index > -1) {
1495            this.requireFail.splice(index, 1);
1496        }
1497        return this;
1498    },
1499
1500    /**
1501     * has require failures boolean
1502     * @returns {boolean}
1503     */
1504    hasRequireFailures: function() {
1505        return this.requireFail.length > 0;
1506    },
1507
1508    /**
1509     * if the recognizer can recognize simultaneous with an other recognizer
1510     * @param {Recognizer} otherRecognizer
1511     * @returns {Boolean}
1512     */
1513    canRecognizeWith: function(otherRecognizer) {
1514        return !!this.simultaneous[otherRecognizer.id];
1515    },
1516
1517    /**
1518     * You should use `tryEmit` instead of `emit` directly to check
1519     * that all the needed recognizers has failed before emitting.
1520     * @param {Object} input
1521     */
1522    emit: function(input) {
1523        var self = this;
1524        var state = this.state;
1525
1526        function emit(event) {
1527            self.manager.emit(event, input);
1528        }
1529
1530        // 'panstart' and 'panmove'
1531        if (state < STATE_ENDED) {
1532            emit(self.options.event + stateStr(state));
1533        }
1534
1535        emit(self.options.event); // simple 'eventName' events
1536
1537        if (input.additionalEvent) { // additional event(panleft, panright, pinchin, pinchout...)
1538            emit(input.additionalEvent);
1539        }
1540
1541        // panend and pancancel
1542        if (state >= STATE_ENDED) {
1543            emit(self.options.event + stateStr(state));
1544        }
1545    },
1546
1547    /**
1548     * Check that all the require failure recognizers has failed,
1549     * if true, it emits a gesture event,
1550     * otherwise, setup the state to FAILED.
1551     * @param {Object} input
1552     */
1553    tryEmit: function(input) {
1554        if (this.canEmit()) {
1555            return this.emit(input);
1556        }
1557        // it's failing anyway
1558        this.state = STATE_FAILED;
1559    },
1560
1561    /**
1562     * can we emit?
1563     * @returns {boolean}
1564     */
1565    canEmit: function() {
1566        var i = 0;
1567        while (i < this.requireFail.length) {
1568            if (!(this.requireFail[i].state & (STATE_FAILED | STATE_POSSIBLE))) {
1569                return false;
1570            }
1571            i++;
1572        }
1573        return true;
1574    },
1575
1576    /**
1577     * update the recognizer
1578     * @param {Object} inputData
1579     */
1580    recognize: function(inputData) {
1581        // make a new copy of the inputData
1582        // so we can change the inputData without messing up the other recognizers
1583        var inputDataClone = assign({}, inputData);
1584
1585        // is is enabled and allow recognizing?
1586        if (!boolOrFn(this.options.enable, [this, inputDataClone])) {
1587            this.reset();
1588            this.state = STATE_FAILED;
1589            return;
1590        }
1591
1592        // reset when we've reached the end
1593        if (this.state & (STATE_RECOGNIZED | STATE_CANCELLED | STATE_FAILED)) {
1594            this.state = STATE_POSSIBLE;
1595        }
1596
1597        this.state = this.process(inputDataClone);
1598
1599        // the recognizer has recognized a gesture
1600        // so trigger an event
1601        if (this.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED | STATE_CANCELLED)) {
1602            this.tryEmit(inputDataClone);
1603        }
1604    },
1605
1606    /**
1607     * return the state of the recognizer
1608     * the actual recognizing happens in this method
1609     * @virtual
1610     * @param {Object} inputData
1611     * @returns {Const} STATE
1612     */
1613    process: function(inputData) { }, // jshint ignore:line
1614
1615    /**
1616     * return the preferred touch-action
1617     * @virtual
1618     * @returns {Array}
1619     */
1620    getTouchAction: function() { },
1621
1622    /**
1623     * called when the gesture isn't allowed to recognize
1624     * like when another is being recognized or it is disabled
1625     * @virtual
1626     */
1627    reset: function() { }
1628};
1629
1630/**
1631 * get a usable string, used as event postfix
1632 * @param {Const} state
1633 * @returns {String} state
1634 */
1635function stateStr(state) {
1636    if (state & STATE_CANCELLED) {
1637        return 'cancel';
1638    } else if (state & STATE_ENDED) {
1639        return 'end';
1640    } else if (state & STATE_CHANGED) {
1641        return 'move';
1642    } else if (state & STATE_BEGAN) {
1643        return 'start';
1644    }
1645    return '';
1646}
1647
1648/**
1649 * direction cons to string
1650 * @param {Const} direction
1651 * @returns {String}
1652 */
1653function directionStr(direction) {
1654    if (direction == DIRECTION_DOWN) {
1655        return 'down';
1656    } else if (direction == DIRECTION_UP) {
1657        return 'up';
1658    } else if (direction == DIRECTION_LEFT) {
1659        return 'left';
1660    } else if (direction == DIRECTION_RIGHT) {
1661        return 'right';
1662    }
1663    return '';
1664}
1665
1666/**
1667 * get a recognizer by name if it is bound to a manager
1668 * @param {Recognizer|String} otherRecognizer
1669 * @param {Recognizer} recognizer
1670 * @returns {Recognizer}
1671 */
1672function getRecognizerByNameIfManager(otherRecognizer, recognizer) {
1673    var manager = recognizer.manager;
1674    if (manager) {
1675        return manager.get(otherRecognizer);
1676    }
1677    return otherRecognizer;
1678}
1679
1680/**
1681 * This recognizer is just used as a base for the simple attribute recognizers.
1682 * @constructor
1683 * @extends Recognizer
1684 */
1685function AttrRecognizer() {
1686    Recognizer.apply(this, arguments);
1687}
1688
1689inherit(AttrRecognizer, Recognizer, {
1690    /**
1691     * @namespace
1692     * @memberof AttrRecognizer
1693     */
1694    defaults: {
1695        /**
1696         * @type {Number}
1697         * @default 1
1698         */
1699        pointers: 1
1700    },
1701
1702    /**
1703     * Used to check if it the recognizer receives valid input, like input.distance > 10.
1704     * @memberof AttrRecognizer
1705     * @param {Object} input
1706     * @returns {Boolean} recognized
1707     */
1708    attrTest: function(input) {
1709        var optionPointers = this.options.pointers;
1710        return optionPointers === 0 || input.pointers.length === optionPointers;
1711    },
1712
1713    /**
1714     * Process the input and return the state for the recognizer
1715     * @memberof AttrRecognizer
1716     * @param {Object} input
1717     * @returns {*} State
1718     */
1719    process: function(input) {
1720        var state = this.state;
1721        var eventType = input.eventType;
1722
1723        var isRecognized = state & (STATE_BEGAN | STATE_CHANGED);
1724        var isValid = this.attrTest(input);
1725
1726        // on cancel input and we've recognized before, return STATE_CANCELLED
1727        if (isRecognized && (eventType & INPUT_CANCEL || !isValid)) {
1728            return state | STATE_CANCELLED;
1729        } else if (isRecognized || isValid) {
1730            if (eventType & INPUT_END) {
1731                return state | STATE_ENDED;
1732            } else if (!(state & STATE_BEGAN)) {
1733                return STATE_BEGAN;
1734            }
1735            return state | STATE_CHANGED;
1736        }
1737        return STATE_FAILED;
1738    }
1739});
1740
1741/**
1742 * Pan
1743 * Recognized when the pointer is down and moved in the allowed direction.
1744 * @constructor
1745 * @extends AttrRecognizer
1746 */
1747function PanRecognizer() {
1748    AttrRecognizer.apply(this, arguments);
1749
1750    this.pX = null;
1751    this.pY = null;
1752}
1753
1754inherit(PanRecognizer, AttrRecognizer, {
1755    /**
1756     * @namespace
1757     * @memberof PanRecognizer
1758     */
1759    defaults: {
1760        event: 'pan',
1761        threshold: 10,
1762        pointers: 1,
1763        direction: DIRECTION_ALL
1764    },
1765
1766    getTouchAction: function() {
1767        var direction = this.options.direction;
1768        var actions = [];
1769        if (direction & DIRECTION_HORIZONTAL) {
1770            actions.push(TOUCH_ACTION_PAN_Y);
1771        }
1772        if (direction & DIRECTION_VERTICAL) {
1773            actions.push(TOUCH_ACTION_PAN_X);
1774        }
1775        return actions;
1776    },
1777
1778    directionTest: function(input) {
1779        var options = this.options;
1780        var hasMoved = true;
1781        var distance = input.distance;
1782        var direction = input.direction;
1783        var x = input.deltaX;
1784        var y = input.deltaY;
1785
1786        // lock to axis?
1787        if (!(direction & options.direction)) {
1788            if (options.direction & DIRECTION_HORIZONTAL) {
1789                direction = (x === 0) ? DIRECTION_NONE : (x < 0) ? DIRECTION_LEFT : DIRECTION_RIGHT;
1790                hasMoved = x != this.pX;
1791                distance = Math.abs(input.deltaX);
1792            } else {
1793                direction = (y === 0) ? DIRECTION_NONE : (y < 0) ? DIRECTION_UP : DIRECTION_DOWN;
1794                hasMoved = y != this.pY;
1795                distance = Math.abs(input.deltaY);
1796            }
1797        }
1798        input.direction = direction;
1799        return hasMoved && distance > options.threshold && direction & options.direction;
1800    },
1801
1802    attrTest: function(input) {
1803        return AttrRecognizer.prototype.attrTest.call(this, input) &&
1804            (this.state & STATE_BEGAN || (!(this.state & STATE_BEGAN) && this.directionTest(input)));
1805    },
1806
1807    emit: function(input) {
1808
1809        this.pX = input.deltaX;
1810        this.pY = input.deltaY;
1811
1812        var direction = directionStr(input.direction);
1813
1814        if (direction) {
1815            input.additionalEvent = this.options.event + direction;
1816        }
1817        this._super.emit.call(this, input);
1818    }
1819});
1820
1821/**
1822 * Pinch
1823 * Recognized when two or more pointers are moving toward (zoom-in) or away from each other (zoom-out).
1824 * @constructor
1825 * @extends AttrRecognizer
1826 */
1827function PinchRecognizer() {
1828    AttrRecognizer.apply(this, arguments);
1829}
1830
1831inherit(PinchRecognizer, AttrRecognizer, {
1832    /**
1833     * @namespace
1834     * @memberof PinchRecognizer
1835     */
1836    defaults: {
1837        event: 'pinch',
1838        threshold: 0,
1839        pointers: 2
1840    },
1841
1842    getTouchAction: function() {
1843        return [TOUCH_ACTION_NONE];
1844    },
1845
1846    attrTest: function(input) {
1847        return this._super.attrTest.call(this, input) &&
1848            (Math.abs(input.scale - 1) > this.options.threshold || this.state & STATE_BEGAN);
1849    },
1850
1851    emit: function(input) {
1852        if (input.scale !== 1) {
1853            var inOut = input.scale < 1 ? 'in' : 'out';
1854            input.additionalEvent = this.options.event + inOut;
1855        }
1856        this._super.emit.call(this, input);
1857    }
1858});
1859
1860/**
1861 * Press
1862 * Recognized when the pointer is down for x ms without any movement.
1863 * @constructor
1864 * @extends Recognizer
1865 */
1866function PressRecognizer() {
1867    Recognizer.apply(this, arguments);
1868
1869    this._timer = null;
1870    this._input = null;
1871}
1872
1873inherit(PressRecognizer, Recognizer, {
1874    /**
1875     * @namespace
1876     * @memberof PressRecognizer
1877     */
1878    defaults: {
1879        event: 'press',
1880        pointers: 1,
1881        time: 251, // minimal time of the pointer to be pressed
1882        threshold: 9 // a minimal movement is ok, but keep it low
1883    },
1884
1885    getTouchAction: function() {
1886        return [TOUCH_ACTION_AUTO];
1887    },
1888
1889    process: function(input) {
1890        var options = this.options;
1891        var validPointers = input.pointers.length === options.pointers;
1892        var validMovement = input.distance < options.threshold;
1893        var validTime = input.deltaTime > options.time;
1894
1895        this._input = input;
1896
1897        // we only allow little movement
1898        // and we've reached an end event, so a tap is possible
1899        if (!validMovement || !validPointers || (input.eventType & (INPUT_END | INPUT_CANCEL) && !validTime)) {
1900            this.reset();
1901        } else if (input.eventType & INPUT_START) {
1902            this.reset();
1903            this._timer = setTimeoutContext(function() {
1904                this.state = STATE_RECOGNIZED;
1905                this.tryEmit();
1906            }, options.time, this);
1907        } else if (input.eventType & INPUT_END) {
1908            return STATE_RECOGNIZED;
1909        }
1910        return STATE_FAILED;
1911    },
1912
1913    reset: function() {
1914        clearTimeout(this._timer);
1915    },
1916
1917    emit: function(input) {
1918        if (this.state !== STATE_RECOGNIZED) {
1919            return;
1920        }
1921
1922        if (input && (input.eventType & INPUT_END)) {
1923            this.manager.emit(this.options.event + 'up', input);
1924        } else {
1925            this._input.timeStamp = now();
1926            this.manager.emit(this.options.event, this._input);
1927        }
1928    }
1929});
1930
1931/**
1932 * Rotate
1933 * Recognized when two or more pointer are moving in a circular motion.
1934 * @constructor
1935 * @extends AttrRecognizer
1936 */
1937function RotateRecognizer() {
1938    AttrRecognizer.apply(this, arguments);
1939}
1940
1941inherit(RotateRecognizer, AttrRecognizer, {
1942    /**
1943     * @namespace
1944     * @memberof RotateRecognizer
1945     */
1946    defaults: {
1947        event: 'rotate',
1948        threshold: 0,
1949        pointers: 2
1950    },
1951
1952    getTouchAction: function() {
1953        return [TOUCH_ACTION_NONE];
1954    },
1955
1956    attrTest: function(input) {
1957        return this._super.attrTest.call(this, input) &&
1958            (Math.abs(input.rotation) > this.options.threshold || this.state & STATE_BEGAN);
1959    }
1960});
1961
1962/**
1963 * Swipe
1964 * Recognized when the pointer is moving fast (velocity), with enough distance in the allowed direction.
1965 * @constructor
1966 * @extends AttrRecognizer
1967 */
1968function SwipeRecognizer() {
1969    AttrRecognizer.apply(this, arguments);
1970}
1971
1972inherit(SwipeRecognizer, AttrRecognizer, {
1973    /**
1974     * @namespace
1975     * @memberof SwipeRecognizer
1976     */
1977    defaults: {
1978        event: 'swipe',
1979        threshold: 10,
1980        velocity: 0.3,
1981        direction: DIRECTION_HORIZONTAL | DIRECTION_VERTICAL,
1982        pointers: 1
1983    },
1984
1985    getTouchAction: function() {
1986        return PanRecognizer.prototype.getTouchAction.call(this);
1987    },
1988
1989    attrTest: function(input) {
1990        var direction = this.options.direction;
1991        var velocity;
1992
1993        if (direction & (DIRECTION_HORIZONTAL | DIRECTION_VERTICAL)) {
1994            velocity = input.overallVelocity;
1995        } else if (direction & DIRECTION_HORIZONTAL) {
1996            velocity = input.overallVelocityX;
1997        } else if (direction & DIRECTION_VERTICAL) {
1998            velocity = input.overallVelocityY;
1999        }
2000
2001        return this._super.attrTest.call(this, input) &&
2002            direction & input.offsetDirection &&
2003            input.distance > this.options.threshold &&
2004            input.maxPointers == this.options.pointers &&
2005            abs(velocity) > this.options.velocity && input.eventType & INPUT_END;
2006    },
2007
2008    emit: function(input) {
2009        var direction = directionStr(input.offsetDirection);
2010        if (direction) {
2011            this.manager.emit(this.options.event + direction, input);
2012        }
2013
2014        this.manager.emit(this.options.event, input);
2015    }
2016});
2017
2018/**
2019 * A tap is ecognized when the pointer is doing a small tap/click. Multiple taps are recognized if they occur
2020 * between the given interval and position. The delay option can be used to recognize multi-taps without firing
2021 * a single tap.
2022 *
2023 * The eventData from the emitted event contains the property `tapCount`, which contains the amount of
2024 * multi-taps being recognized.
2025 * @constructor
2026 * @extends Recognizer
2027 */
2028function TapRecognizer() {
2029    Recognizer.apply(this, arguments);
2030
2031    // previous time and center,
2032    // used for tap counting
2033    this.pTime = false;
2034    this.pCenter = false;
2035
2036    this._timer = null;
2037    this._input = null;
2038    this.count = 0;
2039}
2040
2041inherit(TapRecognizer, Recognizer, {
2042    /**
2043     * @namespace
2044     * @memberof PinchRecognizer
2045     */
2046    defaults: {
2047        event: 'tap',
2048        pointers: 1,
2049        taps: 1,
2050        interval: 300, // max time between the multi-tap taps
2051        time: 250, // max time of the pointer to be down (like finger on the screen)
2052        threshold: 9, // a minimal movement is ok, but keep it low
2053        posThreshold: 10 // a multi-tap can be a bit off the initial position
2054    },
2055
2056    getTouchAction: function() {
2057        return [TOUCH_ACTION_MANIPULATION];
2058    },
2059
2060    process: function(input) {
2061        var options = this.options;
2062
2063        var validPointers = input.pointers.length === options.pointers;
2064        var validMovement = input.distance < options.threshold;
2065        var validTouchTime = input.deltaTime < options.time;
2066
2067        this.reset();
2068
2069        if ((input.eventType & INPUT_START) && (this.count === 0)) {
2070            return this.failTimeout();
2071        }
2072
2073        // we only allow little movement
2074        // and we've reached an end event, so a tap is possible
2075        if (validMovement && validTouchTime && validPointers) {
2076            if (input.eventType != INPUT_END) {
2077                return this.failTimeout();
2078            }
2079
2080            var validInterval = this.pTime ? (input.timeStamp - this.pTime < options.interval) : true;
2081            var validMultiTap = !this.pCenter || getDistance(this.pCenter, input.center) < options.posThreshold;
2082
2083            this.pTime = input.timeStamp;
2084            this.pCenter = input.center;
2085
2086            if (!validMultiTap || !validInterval) {
2087                this.count = 1;
2088            } else {
2089                this.count += 1;
2090            }
2091
2092            this._input = input;
2093
2094            // if tap count matches we have recognized it,
2095            // else it has began recognizing...
2096            var tapCount = this.count % options.taps;
2097            if (tapCount === 0) {
2098                // no failing requirements, immediately trigger the tap event
2099                // or wait as long as the multitap interval to trigger
2100                if (!this.hasRequireFailures()) {
2101                    return STATE_RECOGNIZED;
2102                } else {
2103                    this._timer = setTimeoutContext(function() {
2104                        this.state = STATE_RECOGNIZED;
2105                        this.tryEmit();
2106                    }, options.interval, this);
2107                    return STATE_BEGAN;
2108                }
2109            }
2110        }
2111        return STATE_FAILED;
2112    },
2113
2114    failTimeout: function() {
2115        this._timer = setTimeoutContext(function() {
2116            this.state = STATE_FAILED;
2117        }, this.options.interval, this);
2118        return STATE_FAILED;
2119    },
2120
2121    reset: function() {
2122        clearTimeout(this._timer);
2123    },
2124
2125    emit: function() {
2126        if (this.state == STATE_RECOGNIZED) {
2127            this._input.tapCount = this.count;
2128            this.manager.emit(this.options.event, this._input);
2129        }
2130    }
2131});
2132
2133/**
2134 * Simple way to create a manager with a default set of recognizers.
2135 * @param {HTMLElement} element
2136 * @param {Object} [options]
2137 * @constructor
2138 */
2139function Hammer(element, options) {
2140    options = options || {};
2141    options.recognizers = ifUndefined(options.recognizers, Hammer.defaults.preset);
2142    return new Manager(element, options);
2143}
2144
2145/**
2146 * @const {string}
2147 */
2148Hammer.VERSION = '2.0.7';
2149
2150/**
2151 * default settings
2152 * @namespace
2153 */
2154Hammer.defaults = {
2155    /**
2156     * set if DOM events are being triggered.
2157     * But this is slower and unused by simple implementations, so disabled by default.
2158     * @type {Boolean}
2159     * @default false
2160     */
2161    domEvents: false,
2162
2163    /**
2164     * The value for the touchAction property/fallback.
2165     * When set to `compute` it will magically set the correct value based on the added recognizers.
2166     * @type {String}
2167     * @default compute
2168     */
2169    touchAction: TOUCH_ACTION_COMPUTE,
2170
2171    /**
2172     * @type {Boolean}
2173     * @default true
2174     */
2175    enable: true,
2176
2177    /**
2178     * EXPERIMENTAL FEATURE -- can be removed/changed
2179     * Change the parent input target element.
2180     * If Null, then it is being set the to main element.
2181     * @type {Null|EventTarget}
2182     * @default null
2183     */
2184    inputTarget: null,
2185
2186    /**
2187     * force an input class
2188     * @type {Null|Function}
2189     * @default null
2190     */
2191    inputClass: null,
2192
2193    /**
2194     * Default recognizer setup when calling `Hammer()`
2195     * When creating a new Manager these will be skipped.
2196     * @type {Array}
2197     */
2198    preset: [
2199        // RecognizerClass, options, [recognizeWith, ...], [requireFailure, ...]
2200        [RotateRecognizer, {enable: false}],
2201        [PinchRecognizer, {enable: false}, ['rotate']],
2202        [SwipeRecognizer, {direction: DIRECTION_HORIZONTAL}],
2203        [PanRecognizer, {direction: DIRECTION_HORIZONTAL}, ['swipe']],
2204        [TapRecognizer],
2205        [TapRecognizer, {event: 'doubletap', taps: 2}, ['tap']],
2206        [PressRecognizer]
2207    ],
2208
2209    /**
2210     * Some CSS properties can be used to improve the working of Hammer.
2211     * Add them to this method and they will be set when creating a new Manager.
2212     * @namespace
2213     */
2214    cssProps: {
2215        /**
2216         * Disables text selection to improve the dragging gesture. Mainly for desktop browsers.
2217         * @type {String}
2218         * @default 'none'
2219         */
2220        userSelect: 'none',
2221
2222        /**
2223         * Disable the Windows Phone grippers when pressing an element.
2224         * @type {String}
2225         * @default 'none'
2226         */
2227        touchSelect: 'none',
2228
2229        /**
2230         * Disables the default callout shown when you touch and hold a touch target.
2231         * On iOS, when you touch and hold a touch target such as a link, Safari displays
2232         * a callout containing information about the link. This property allows you to disable that callout.
2233         * @type {String}
2234         * @default 'none'
2235         */
2236        touchCallout: 'none',
2237
2238        /**
2239         * Specifies whether zooming is enabled. Used by IE10>
2240         * @type {String}
2241         * @default 'none'
2242         */
2243        contentZooming: 'none',
2244
2245        /**
2246         * Specifies that an entire element should be draggable instead of its contents. Mainly for desktop browsers.
2247         * @type {String}
2248         * @default 'none'
2249         */
2250        userDrag: 'none',
2251
2252        /**
2253         * Overrides the highlight color shown when the user taps a link or a JavaScript
2254         * clickable element in iOS. This property obeys the alpha value, if specified.
2255         * @type {String}
2256         * @default 'rgba(0,0,0,0)'
2257         */
2258        tapHighlightColor: 'rgba(0,0,0,0)'
2259    }
2260};
2261
2262var STOP = 1;
2263var FORCED_STOP = 2;
2264
2265/**
2266 * Manager
2267 * @param {HTMLElement} element
2268 * @param {Object} [options]
2269 * @constructor
2270 */
2271function Manager(element, options) {
2272    this.options = assign({}, Hammer.defaults, options || {});
2273
2274    this.options.inputTarget = this.options.inputTarget || element;
2275
2276    this.handlers = {};
2277    this.session = {};
2278    this.recognizers = [];
2279    this.oldCssProps = {};
2280
2281    this.element = element;
2282    this.input = createInputInstance(this);
2283    this.touchAction = new TouchAction(this, this.options.touchAction);
2284
2285    toggleCssProps(this, true);
2286
2287    each(this.options.recognizers, function(item) {
2288        var recognizer = this.add(new (item[0])(item[1]));
2289        item[2] && recognizer.recognizeWith(item[2]);
2290        item[3] && recognizer.requireFailure(item[3]);
2291    }, this);
2292}
2293
2294Manager.prototype = {
2295    /**
2296     * set options
2297     * @param {Object} options
2298     * @returns {Manager}
2299     */
2300    set: function(options) {
2301        assign(this.options, options);
2302
2303        // Options that need a little more setup
2304        if (options.touchAction) {
2305            this.touchAction.update();
2306        }
2307        if (options.inputTarget) {
2308            // Clean up existing event listeners and reinitialize
2309            this.input.destroy();
2310            this.input.target = options.inputTarget;
2311            this.input.init();
2312        }
2313        return this;
2314    },
2315
2316    /**
2317     * stop recognizing for this session.
2318     * This session will be discarded, when a new [input]start event is fired.
2319     * When forced, the recognizer cycle is stopped immediately.
2320     * @param {Boolean} [force]
2321     */
2322    stop: function(force) {
2323        this.session.stopped = force ? FORCED_STOP : STOP;
2324    },
2325
2326    /**
2327     * run the recognizers!
2328     * called by the inputHandler function on every movement of the pointers (touches)
2329     * it walks through all the recognizers and tries to detect the gesture that is being made
2330     * @param {Object} inputData
2331     */
2332    recognize: function(inputData) {
2333        var session = this.session;
2334        if (session.stopped) {
2335            return;
2336        }
2337
2338        // run the touch-action polyfill
2339        this.touchAction.preventDefaults(inputData);
2340
2341        var recognizer;
2342        var recognizers = this.recognizers;
2343
2344        // this holds the recognizer that is being recognized.
2345        // so the recognizer's state needs to be BEGAN, CHANGED, ENDED or RECOGNIZED
2346        // if no recognizer is detecting a thing, it is set to `null`
2347        var curRecognizer = session.curRecognizer;
2348
2349        // reset when the last recognizer is recognized
2350        // or when we're in a new session
2351        if (!curRecognizer || (curRecognizer && curRecognizer.state & STATE_RECOGNIZED)) {
2352            curRecognizer = session.curRecognizer = null;
2353        }
2354
2355        var i = 0;
2356        while (i < recognizers.length) {
2357            recognizer = recognizers[i];
2358
2359            // find out if we are allowed try to recognize the input for this one.
2360            // 1.   allow if the session is NOT forced stopped (see the .stop() method)
2361            // 2.   allow if we still haven't recognized a gesture in this session, or the this recognizer is the one
2362            //      that is being recognized.
2363            // 3.   allow if the recognizer is allowed to run simultaneous with the current recognized recognizer.
2364            //      this can be setup with the `recognizeWith()` method on the recognizer.
2365            if (session.stopped !== FORCED_STOP && ( // 1
2366                    !curRecognizer || recognizer == curRecognizer || // 2
2367                    recognizer.canRecognizeWith(curRecognizer))) { // 3
2368                recognizer.recognize(inputData);
2369            } else {
2370                recognizer.reset();
2371            }
2372
2373            // if the recognizer has been recognizing the input as a valid gesture, we want to store this one as the
2374            // current active recognizer. but only if we don't already have an active recognizer
2375            if (!curRecognizer && recognizer.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED)) {
2376                curRecognizer = session.curRecognizer = recognizer;
2377            }
2378            i++;
2379        }
2380    },
2381
2382    /**
2383     * get a recognizer by its event name.
2384     * @param {Recognizer|String} recognizer
2385     * @returns {Recognizer|Null}
2386     */
2387    get: function(recognizer) {
2388        if (recognizer instanceof Recognizer) {
2389            return recognizer;
2390        }
2391
2392        var recognizers = this.recognizers;
2393        for (var i = 0; i < recognizers.length; i++) {
2394            if (recognizers[i].options.event == recognizer) {
2395                return recognizers[i];
2396            }
2397        }
2398        return null;
2399    },
2400
2401    /**
2402     * add a recognizer to the manager
2403     * existing recognizers with the same event name will be removed
2404     * @param {Recognizer} recognizer
2405     * @returns {Recognizer|Manager}
2406     */
2407    add: function(recognizer) {
2408        if (invokeArrayArg(recognizer, 'add', this)) {
2409            return this;
2410        }
2411
2412        // remove existing
2413        var existing = this.get(recognizer.options.event);
2414        if (existing) {
2415            this.remove(existing);
2416        }
2417
2418        this.recognizers.push(recognizer);
2419        recognizer.manager = this;
2420
2421        this.touchAction.update();
2422        return recognizer;
2423    },
2424
2425    /**
2426     * remove a recognizer by name or instance
2427     * @param {Recognizer|String} recognizer
2428     * @returns {Manager}
2429     */
2430    remove: function(recognizer) {
2431        if (invokeArrayArg(recognizer, 'remove', this)) {
2432            return this;
2433        }
2434
2435        recognizer = this.get(recognizer);
2436
2437        // let's make sure this recognizer exists
2438        if (recognizer) {
2439            var recognizers = this.recognizers;
2440            var index = inArray(recognizers, recognizer);
2441
2442            if (index !== -1) {
2443                recognizers.splice(index, 1);
2444                this.touchAction.update();
2445            }
2446        }
2447
2448        return this;
2449    },
2450
2451    /**
2452     * bind event
2453     * @param {String} events
2454     * @param {Function} handler
2455     * @returns {EventEmitter} this
2456     */
2457    on: function(events, handler) {
2458        if (events === undefined) {
2459            return;
2460        }
2461        if (handler === undefined) {
2462            return;
2463        }
2464
2465        var handlers = this.handlers;
2466        each(splitStr(events), function(event) {
2467            handlers[event] = handlers[event] || [];
2468            handlers[event].push(handler);
2469        });
2470        return this;
2471    },
2472
2473    /**
2474     * unbind event, leave emit blank to remove all handlers
2475     * @param {String} events
2476     * @param {Function} [handler]
2477     * @returns {EventEmitter} this
2478     */
2479    off: function(events, handler) {
2480        if (events === undefined) {
2481            return;
2482        }
2483
2484        var handlers = this.handlers;
2485        each(splitStr(events), function(event) {
2486            if (!handler) {
2487                delete handlers[event];
2488            } else {
2489                handlers[event] && handlers[event].splice(inArray(handlers[event], handler), 1);
2490            }
2491        });
2492        return this;
2493    },
2494
2495    /**
2496     * emit event to the listeners
2497     * @param {String} event
2498     * @param {Object} data
2499     */
2500    emit: function(event, data) {
2501        // we also want to trigger dom events
2502        if (this.options.domEvents) {
2503            triggerDomEvent(event, data);
2504        }
2505
2506        // no handlers, so skip it all
2507        var handlers = this.handlers[event] && this.handlers[event].slice();
2508        if (!handlers || !handlers.length) {
2509            return;
2510        }
2511
2512        data.type = event;
2513        data.preventDefault = function() {
2514            data.srcEvent.preventDefault();
2515        };
2516
2517        var i = 0;
2518        while (i < handlers.length) {
2519            handlers[i](data);
2520            i++;
2521        }
2522    },
2523
2524    /**
2525     * destroy the manager and unbinds all events
2526     * it doesn't unbind dom events, that is the user own responsibility
2527     */
2528    destroy: function() {
2529        this.element && toggleCssProps(this, false);
2530
2531        this.handlers = {};
2532        this.session = {};
2533        this.input.destroy();
2534        this.element = null;
2535    }
2536};
2537
2538/**
2539 * add/remove the css properties as defined in manager.options.cssProps
2540 * @param {Manager} manager
2541 * @param {Boolean} add
2542 */
2543function toggleCssProps(manager, add) {
2544    var element = manager.element;
2545    if (!element.style) {
2546        return;
2547    }
2548    var prop;
2549    each(manager.options.cssProps, function(value, name) {
2550        prop = prefixed(element.style, name);
2551        if (add) {
2552            manager.oldCssProps[prop] = element.style[prop];
2553            element.style[prop] = value;
2554        } else {
2555            element.style[prop] = manager.oldCssProps[prop] || '';
2556        }
2557    });
2558    if (!add) {
2559        manager.oldCssProps = {};
2560    }
2561}
2562
2563/**
2564 * trigger dom event
2565 * @param {String} event
2566 * @param {Object} data
2567 */
2568function triggerDomEvent(event, data) {
2569    var gestureEvent = document.createEvent('Event');
2570    gestureEvent.initEvent(event, true, true);
2571    gestureEvent.gesture = data;
2572    data.target.dispatchEvent(gestureEvent);
2573}
2574
2575assign(Hammer, {
2576    INPUT_START: INPUT_START,
2577    INPUT_MOVE: INPUT_MOVE,
2578    INPUT_END: INPUT_END,
2579    INPUT_CANCEL: INPUT_CANCEL,
2580
2581    STATE_POSSIBLE: STATE_POSSIBLE,
2582    STATE_BEGAN: STATE_BEGAN,
2583    STATE_CHANGED: STATE_CHANGED,
2584    STATE_ENDED: STATE_ENDED,
2585    STATE_RECOGNIZED: STATE_RECOGNIZED,
2586    STATE_CANCELLED: STATE_CANCELLED,
2587    STATE_FAILED: STATE_FAILED,
2588
2589    DIRECTION_NONE: DIRECTION_NONE,
2590    DIRECTION_LEFT: DIRECTION_LEFT,
2591    DIRECTION_RIGHT: DIRECTION_RIGHT,
2592    DIRECTION_UP: DIRECTION_UP,
2593    DIRECTION_DOWN: DIRECTION_DOWN,
2594    DIRECTION_HORIZONTAL: DIRECTION_HORIZONTAL,
2595    DIRECTION_VERTICAL: DIRECTION_VERTICAL,
2596    DIRECTION_ALL: DIRECTION_ALL,
2597
2598    Manager: Manager,
2599    Input: Input,
2600    TouchAction: TouchAction,
2601
2602    TouchInput: TouchInput,
2603    MouseInput: MouseInput,
2604    PointerEventInput: PointerEventInput,
2605    TouchMouseInput: TouchMouseInput,
2606    SingleTouchInput: SingleTouchInput,
2607
2608    Recognizer: Recognizer,
2609    AttrRecognizer: AttrRecognizer,
2610    Tap: TapRecognizer,
2611    Pan: PanRecognizer,
2612    Swipe: SwipeRecognizer,
2613    Pinch: PinchRecognizer,
2614    Rotate: RotateRecognizer,
2615    Press: PressRecognizer,
2616
2617    on: addEventListeners,
2618    off: removeEventListeners,
2619    each: each,
2620    merge: merge,
2621    extend: extend,
2622    assign: assign,
2623    inherit: inherit,
2624    bindFn: bindFn,
2625    prefixed: prefixed
2626});
2627
2628// this prevents errors when Hammer is loaded in the presence of an AMD
2629//  style loader but by script tag, not by the loader.
2630var freeGlobal = (typeof window !== 'undefined' ? window : (typeof self !== 'undefined' ? self : {})); // jshint ignore:line
2631freeGlobal.Hammer = Hammer;
2632
2633if (typeof define === 'function' && define.amd) {
2634    define(function() {
2635        return Hammer;
2636    });
2637} else if (typeof module != 'undefined' && module.exports) {
2638    module.exports = Hammer;
2639} else {
2640    window[exportName] = Hammer;
2641}
2642
2643})(window, document, 'Hammer');

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