/*! Hammer.JS - v2.0.8 - 2016-04-23

* http://hammerjs.github.io/
*
* Copyright (c) 2016 Jorik Tangelder;
* Licensed under the MIT license */

(function(window, document, exportName, undefined) {

'use strict';

var VENDOR_PREFIXES = ['', 'webkit', 'Moz', 'MS', 'ms', 'o']; var TEST_ELEMENT = document.createElement('div');

var TYPE_FUNCTION = 'function';

var round = Math.round; var abs = Math.abs; var now = Date.now;

/**

* set a timeout with a given scope
* @param {Function} fn
* @param {Number} timeout
* @param {Object} context
* @returns {number}
*/

function setTimeoutContext(fn, timeout, context) {

return setTimeout(bindFn(fn, context), timeout);

}

/**

* if the argument is an array, we want to execute the fn on each entry
* if it aint an array we don't want to do a thing.
* this is used by all the methods that accept a single and array argument.
* @param {*|Array} arg
* @param {String} fn
* @param {Object} [context]
* @returns {Boolean}
*/

function invokeArrayArg(arg, fn, context) {

if (Array.isArray(arg)) {
    each(arg, context[fn], context);
    return true;
}
return false;

}

/**

* walk objects and arrays
* @param {Object} obj
* @param {Function} iterator
* @param {Object} context
*/

function each(obj, iterator, context) {

var i;

if (!obj) {
    return;
}

if (obj.forEach) {
    obj.forEach(iterator, context);
} else if (obj.length !== undefined) {
    i = 0;
    while (i < obj.length) {
        iterator.call(context, obj[i], i, obj);
        i++;
    }
} else {
    for (i in obj) {
        obj.hasOwnProperty(i) && iterator.call(context, obj[i], i, obj);
    }
}

}

/**

* wrap a method with a deprecation warning and stack trace
* @param {Function} method
* @param {String} name
* @param {String} message
* @returns {Function} A new function wrapping the supplied method.
*/

function deprecate(method, name, message) {

var deprecationMessage = 'DEPRECATED METHOD: ' + name + '\n' + message + ' AT \n';
return function() {
    var e = new Error('get-stack-trace');
    var stack = e && e.stack ? e.stack.replace(/^[^\(]+?[\n$]/gm, '')
        .replace(/^\s+at\s+/gm, '')
        .replace(/^Object.<anonymous>\s*\(/gm, '{anonymous}()@') : 'Unknown Stack Trace';

    var log = window.console && (window.console.warn || window.console.log);
    if (log) {
        log.call(window.console, deprecationMessage, stack);
    }
    return method.apply(this, arguments);
};

}

/**

* extend object.
* means that properties in dest will be overwritten by the ones in src.
* @param {Object} target
* @param {...Object} objects_to_assign
* @returns {Object} target
*/

var assign; if (typeof Object.assign !== 'function') {

assign = function assign(target) {
    if (target === undefined || target === null) {
        throw new TypeError('Cannot convert undefined or null to object');
    }

    var output = Object(target);
    for (var index = 1; index < arguments.length; index++) {
        var source = arguments[index];
        if (source !== undefined && source !== null) {
            for (var nextKey in source) {
                if (source.hasOwnProperty(nextKey)) {
                    output[nextKey] = source[nextKey];
                }
            }
        }
    }
    return output;
};

} else {

assign = Object.assign;

}

/**

* extend object.
* means that properties in dest will be overwritten by the ones in src.
* @param {Object} dest
* @param {Object} src
* @param {Boolean} [merge=false]
* @returns {Object} dest
*/

var extend = deprecate(function extend(dest, src, merge) {

var keys = Object.keys(src);
var i = 0;
while (i < keys.length) {
    if (!merge || (merge && dest[keys[i]] === undefined)) {
        dest[keys[i]] = src[keys[i]];
    }
    i++;
}
return dest;

}, 'extend', 'Use `assign`.');

/**

* merge the values from src in the dest.
* means that properties that exist in dest will not be overwritten by src
* @param {Object} dest
* @param {Object} src
* @returns {Object} dest
*/

var merge = deprecate(function merge(dest, src) {

return extend(dest, src, true);

}, 'merge', 'Use `assign`.');

/**

* simple class inheritance
* @param {Function} child
* @param {Function} base
* @param {Object} [properties]
*/

function inherit(child, base, properties) {

var baseP = base.prototype,
    childP;

childP = child.prototype = Object.create(baseP);
childP.constructor = child;
childP._super = baseP;

if (properties) {
    assign(childP, properties);
}

}

/**

* simple function bind
* @param {Function} fn
* @param {Object} context
* @returns {Function}
*/

function bindFn(fn, context) {

return function boundFn() {
    return fn.apply(context, arguments);
};

}

/**

* let a boolean value also be a function that must return a boolean
* this first item in args will be used as the context
* @param {Boolean|Function} val
* @param {Array} [args]
* @returns {Boolean}
*/

function boolOrFn(val, args) {

if (typeof val == TYPE_FUNCTION) {
    return val.apply(args ? args[0] || undefined : undefined, args);
}
return val;

}

/**

* use the val2 when val1 is undefined
* @param {*} val1
* @param {*} val2
* @returns {*}
*/

function ifUndefined(val1, val2) {

return (val1 === undefined) ? val2 : val1;

}

/**

* addEventListener with multiple events at once
* @param {EventTarget} target
* @param {String} types
* @param {Function} handler
*/

function addEventListeners(target, types, handler) {

each(splitStr(types), function(type) {
    target.addEventListener(type, handler, false);
});

}

/**

* removeEventListener with multiple events at once
* @param {EventTarget} target
* @param {String} types
* @param {Function} handler
*/

function removeEventListeners(target, types, handler) {

each(splitStr(types), function(type) {
    target.removeEventListener(type, handler, false);
});

}

/**

* find if a node is in the given parent
* @method hasParent
* @param {HTMLElement} node
* @param {HTMLElement} parent
* @return {Boolean} found
*/

function hasParent(node, parent) {

while (node) {
    if (node == parent) {
        return true;
    }
    node = node.parentNode;
}
return false;

}

/**

* small indexOf wrapper
* @param {String} str
* @param {String} find
* @returns {Boolean} found
*/

function inStr(str, find) {

return str.indexOf(find) > -1;

}

/**

* split string on whitespace
* @param {String} str
* @returns {Array} words
*/

function splitStr(str) {

return str.trim().split(/\s+/g);

}

/**

* find if a array contains the object using indexOf or a simple polyFill
* @param {Array} src
* @param {String} find
* @param {String} [findByKey]
* @return {Boolean|Number} false when not found, or the index
*/

function inArray(src, find, findByKey) {

if (src.indexOf && !findByKey) {
    return src.indexOf(find);
} else {
    var i = 0;
    while (i < src.length) {
        if ((findByKey && src[i][findByKey] == find) || (!findByKey && src[i] === find)) {
            return i;
        }
        i++;
    }
    return -1;
}

}

/**

* convert array-like objects to real arrays
* @param {Object} obj
* @returns {Array}
*/

function toArray(obj) {

return Array.prototype.slice.call(obj, 0);

}

/**

* unique array with objects based on a key (like 'id') or just by the array's value
* @param {Array} src [{id:1},{id:2},{id:1}]
* @param {String} [key]
* @param {Boolean} [sort=False]
* @returns {Array} [{id:1},{id:2}]
*/

function uniqueArray(src, key, sort) {

var results = [];
var values = [];
var i = 0;

while (i < src.length) {
    var val = key ? src[i][key] : src[i];
    if (inArray(values, val) < 0) {
        results.push(src[i]);
    }
    values[i] = val;
    i++;
}

if (sort) {
    if (!key) {
        results = results.sort();
    } else {
        results = results.sort(function sortUniqueArray(a, b) {
            return a[key] > b[key];
        });
    }
}

return results;

}

/**

* get the prefixed property
* @param {Object} obj
* @param {String} property
* @returns {String|Undefined} prefixed
*/

function prefixed(obj, property) {

var prefix, prop;
var camelProp = property[0].toUpperCase() + property.slice(1);

var i = 0;
while (i < VENDOR_PREFIXES.length) {
    prefix = VENDOR_PREFIXES[i];
    prop = (prefix) ? prefix + camelProp : property;

    if (prop in obj) {
        return prop;
    }
    i++;
}
return undefined;

}

/**

* get a unique id
* @returns {number} uniqueId
*/

var _uniqueId = 1; function uniqueId() {

return _uniqueId++;

}

/**

* get the window object of an element
* @param {HTMLElement} element
* @returns {DocumentView|Window}
*/

function getWindowForElement(element) {

var doc = element.ownerDocument || element;
return (doc.defaultView || doc.parentWindow || window);

}

var MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i;

var SUPPORT_TOUCH = ('ontouchstart' in window); var SUPPORT_POINTER_EVENTS = prefixed(window, 'PointerEvent') !== undefined; var SUPPORT_ONLY_TOUCH = SUPPORT_TOUCH && MOBILE_REGEX.test(navigator.userAgent);

var INPUT_TYPE_TOUCH = 'touch'; var INPUT_TYPE_PEN = 'pen'; var INPUT_TYPE_MOUSE = 'mouse'; var INPUT_TYPE_KINECT = 'kinect';

var COMPUTE_INTERVAL = 25;

var INPUT_START = 1; var INPUT_MOVE = 2; var INPUT_END = 4; var INPUT_CANCEL = 8;

var DIRECTION_NONE = 1; var DIRECTION_LEFT = 2; var DIRECTION_RIGHT = 4; var DIRECTION_UP = 8; var DIRECTION_DOWN = 16;

var DIRECTION_HORIZONTAL = DIRECTION_LEFT | DIRECTION_RIGHT; var DIRECTION_VERTICAL = DIRECTION_UP | DIRECTION_DOWN; var DIRECTION_ALL = DIRECTION_HORIZONTAL | DIRECTION_VERTICAL;

var PROPS_XY = ['x', 'y']; var PROPS_CLIENT_XY = ['clientX', 'clientY'];

/**

* create new input type manager
* @param {Manager} manager
* @param {Function} callback
* @returns {Input}
* @constructor
*/

function Input(manager, callback) {

var self = this;
this.manager = manager;
this.callback = callback;
this.element = manager.element;
this.target = manager.options.inputTarget;

// smaller wrapper around the handler, for the scope and the enabled state of the manager,
// so when disabled the input events are completely bypassed.
this.domHandler = function(ev) {
    if (boolOrFn(manager.options.enable, [manager])) {
        self.handler(ev);
    }
};

this.init();

}

Input.prototype = {

/**
 * should handle the inputEvent data and trigger the callback
 * @virtual
 */
handler: function() { },

/**
 * bind the events
 */
init: function() {
    this.evEl && addEventListeners(this.element, this.evEl, this.domHandler);
    this.evTarget && addEventListeners(this.target, this.evTarget, this.domHandler);
    this.evWin && addEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
},

/**
 * unbind the events
 */
destroy: function() {
    this.evEl && removeEventListeners(this.element, this.evEl, this.domHandler);
    this.evTarget && removeEventListeners(this.target, this.evTarget, this.domHandler);
    this.evWin && removeEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
}

};

/**

* create new input type manager
* called by the Manager constructor
* @param {Hammer} manager
* @returns {Input}
*/

function createInputInstance(manager) {

var Type;
var inputClass = manager.options.inputClass;

if (inputClass) {
    Type = inputClass;
} else if (SUPPORT_POINTER_EVENTS) {
    Type = PointerEventInput;
} else if (SUPPORT_ONLY_TOUCH) {
    Type = TouchInput;
} else if (!SUPPORT_TOUCH) {
    Type = MouseInput;
} else {
    Type = TouchMouseInput;
}
return new (Type)(manager, inputHandler);

}

/**

* handle input events
* @param {Manager} manager
* @param {String} eventType
* @param {Object} input
*/

function inputHandler(manager, eventType, input) {

var pointersLen = input.pointers.length;
var changedPointersLen = input.changedPointers.length;
var isFirst = (eventType & INPUT_START && (pointersLen - changedPointersLen === 0));
var isFinal = (eventType & (INPUT_END | INPUT_CANCEL) && (pointersLen - changedPointersLen === 0));

input.isFirst = !!isFirst;
input.isFinal = !!isFinal;

if (isFirst) {
    manager.session = {};
}

// source event is the normalized value of the domEvents
// like 'touchstart, mouseup, pointerdown'
input.eventType = eventType;

// compute scale, rotation etc
computeInputData(manager, input);

// emit secret event
manager.emit('hammer.input', input);

manager.recognize(input);
manager.session.prevInput = input;

}

/**

* extend the data with some usable properties like scale, rotate, velocity etc
* @param {Object} manager
* @param {Object} input
*/

function computeInputData(manager, input) {

var session = manager.session;
var pointers = input.pointers;
var pointersLength = pointers.length;

// store the first input to calculate the distance and direction
if (!session.firstInput) {
    session.firstInput = simpleCloneInputData(input);
}

// to compute scale and rotation we need to store the multiple touches
if (pointersLength > 1 && !session.firstMultiple) {
    session.firstMultiple = simpleCloneInputData(input);
} else if (pointersLength === 1) {
    session.firstMultiple = false;
}

var firstInput = session.firstInput;
var firstMultiple = session.firstMultiple;
var offsetCenter = firstMultiple ? firstMultiple.center : firstInput.center;

var center = input.center = getCenter(pointers);
input.timeStamp = now();
input.deltaTime = input.timeStamp - firstInput.timeStamp;

input.angle = getAngle(offsetCenter, center);
input.distance = getDistance(offsetCenter, center);

computeDeltaXY(session, input);
input.offsetDirection = getDirection(input.deltaX, input.deltaY);

var overallVelocity = getVelocity(input.deltaTime, input.deltaX, input.deltaY);
input.overallVelocityX = overallVelocity.x;
input.overallVelocityY = overallVelocity.y;
input.overallVelocity = (abs(overallVelocity.x) > abs(overallVelocity.y)) ? overallVelocity.x : overallVelocity.y;

input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;
input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;

input.maxPointers = !session.prevInput ? input.pointers.length : ((input.pointers.length >
    session.prevInput.maxPointers) ? input.pointers.length : session.prevInput.maxPointers);

computeIntervalInputData(session, input);

// find the correct target
var target = manager.element;
if (hasParent(input.srcEvent.target, target)) {
    target = input.srcEvent.target;
}
input.target = target;

}

function computeDeltaXY(session, input) {

var center = input.center;
var offset = session.offsetDelta || {};
var prevDelta = session.prevDelta || {};
var prevInput = session.prevInput || {};

if (input.eventType === INPUT_START || prevInput.eventType === INPUT_END) {
    prevDelta = session.prevDelta = {
        x: prevInput.deltaX || 0,
        y: prevInput.deltaY || 0
    };

    offset = session.offsetDelta = {
        x: center.x,
        y: center.y
    };
}

input.deltaX = prevDelta.x + (center.x - offset.x);
input.deltaY = prevDelta.y + (center.y - offset.y);

}

/**

* velocity is calculated every x ms
* @param {Object} session
* @param {Object} input
*/

function computeIntervalInputData(session, input) {

var last = session.lastInterval || input,
    deltaTime = input.timeStamp - last.timeStamp,
    velocity, velocityX, velocityY, direction;

if (input.eventType != INPUT_CANCEL && (deltaTime > COMPUTE_INTERVAL || last.velocity === undefined)) {
    var deltaX = input.deltaX - last.deltaX;
    var deltaY = input.deltaY - last.deltaY;

    var v = getVelocity(deltaTime, deltaX, deltaY);
    velocityX = v.x;
    velocityY = v.y;
    velocity = (abs(v.x) > abs(v.y)) ? v.x : v.y;
    direction = getDirection(deltaX, deltaY);

    session.lastInterval = input;
} else {
    // use latest velocity info if it doesn't overtake a minimum period
    velocity = last.velocity;
    velocityX = last.velocityX;
    velocityY = last.velocityY;
    direction = last.direction;
}

input.velocity = velocity;
input.velocityX = velocityX;
input.velocityY = velocityY;
input.direction = direction;

}

/**

* create a simple clone from the input used for storage of firstInput and firstMultiple
* @param {Object} input
* @returns {Object} clonedInputData
*/

function simpleCloneInputData(input) {

// make a simple copy of the pointers because we will get a reference if we don't
// we only need clientXY for the calculations
var pointers = [];
var i = 0;
while (i < input.pointers.length) {
    pointers[i] = {
        clientX: round(input.pointers[i].clientX),
        clientY: round(input.pointers[i].clientY)
    };
    i++;
}

return {
    timeStamp: now(),
    pointers: pointers,
    center: getCenter(pointers),
    deltaX: input.deltaX,
    deltaY: input.deltaY
};

}

/**

* get the center of all the pointers
* @param {Array} pointers
* @return {Object} center contains `x` and `y` properties
*/

function getCenter(pointers) {

var pointersLength = pointers.length;

// no need to loop when only one touch
if (pointersLength === 1) {
    return {
        x: round(pointers[0].clientX),
        y: round(pointers[0].clientY)
    };
}

var x = 0, y = 0, i = 0;
while (i < pointersLength) {
    x += pointers[i].clientX;
    y += pointers[i].clientY;
    i++;
}

return {
    x: round(x / pointersLength),
    y: round(y / pointersLength)
};

}

/**

* calculate the velocity between two points. unit is in px per ms.
* @param {Number} deltaTime
* @param {Number} x
* @param {Number} y
* @return {Object} velocity `x` and `y`
*/

function getVelocity(deltaTime, x, y) {

return {
    x: x / deltaTime || 0,
    y: y / deltaTime || 0
};

}

/**

* get the direction between two points
* @param {Number} x
* @param {Number} y
* @return {Number} direction
*/

function getDirection(x, y) {

if (x === y) {
    return DIRECTION_NONE;
}

if (abs(x) >= abs(y)) {
    return x < 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;
}
return y < 0 ? DIRECTION_UP : DIRECTION_DOWN;

}

/**

* calculate the absolute distance between two points
* @param {Object} p1 {x, y}
* @param {Object} p2 {x, y}
* @param {Array} [props] containing x and y keys
* @return {Number} distance
*/

function getDistance(p1, p2, props) {

if (!props) {
    props = PROPS_XY;
}
var x = p2[props[0]] - p1[props[0]],
    y = p2[props[1]] - p1[props[1]];

return Math.sqrt((x * x) + (y * y));

}

/**

* calculate the angle between two coordinates
* @param {Object} p1
* @param {Object} p2
* @param {Array} [props] containing x and y keys
* @return {Number} angle
*/

function getAngle(p1, p2, props) {

if (!props) {
    props = PROPS_XY;
}
var x = p2[props[0]] - p1[props[0]],
    y = p2[props[1]] - p1[props[1]];
return Math.atan2(y, x) * 180 / Math.PI;

}

/**

* calculate the rotation degrees between two pointersets
* @param {Array} start array of pointers
* @param {Array} end array of pointers
* @return {Number} rotation
*/

function getRotation(start, end) {

return getAngle(end[1], end[0], PROPS_CLIENT_XY) + getAngle(start[1], start[0], PROPS_CLIENT_XY);

}

/**

* calculate the scale factor between two pointersets
* no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out
* @param {Array} start array of pointers
* @param {Array} end array of pointers
* @return {Number} scale
*/

function getScale(start, end) {

return getDistance(end[0], end[1], PROPS_CLIENT_XY) / getDistance(start[0], start[1], PROPS_CLIENT_XY);

}

var MOUSE_INPUT_MAP = {

mousedown: INPUT_START,
mousemove: INPUT_MOVE,
mouseup: INPUT_END

};

var MOUSE_ELEMENT_EVENTS = 'mousedown'; var MOUSE_WINDOW_EVENTS = 'mousemove mouseup';

/**

* Mouse events input
* @constructor
* @extends Input
*/

function MouseInput() {

this.evEl = MOUSE_ELEMENT_EVENTS;
this.evWin = MOUSE_WINDOW_EVENTS;

this.pressed = false; // mousedown state

Input.apply(this, arguments);

}

inherit(MouseInput, Input, {

/**
 * handle mouse events
 * @param {Object} ev
 */
handler: function MEhandler(ev) {
    var eventType = MOUSE_INPUT_MAP[ev.type];

    // on start we want to have the left mouse button down
    if (eventType & INPUT_START && ev.button === 0) {
        this.pressed = true;
    }

    if (eventType & INPUT_MOVE && ev.which !== 1) {
        eventType = INPUT_END;
    }

    // mouse must be down
    if (!this.pressed) {
        return;
    }

    if (eventType & INPUT_END) {
        this.pressed = false;
    }

    this.callback(this.manager, eventType, {
        pointers: [ev],
        changedPointers: [ev],
        pointerType: INPUT_TYPE_MOUSE,
        srcEvent: ev
    });
}

});

var POINTER_INPUT_MAP = {

pointerdown: INPUT_START,
pointermove: INPUT_MOVE,
pointerup: INPUT_END,
pointercancel: INPUT_CANCEL,
pointerout: INPUT_CANCEL

};

// in IE10 the pointer types is defined as an enum var IE10_POINTER_TYPE_ENUM = {

2: INPUT_TYPE_TOUCH,
3: INPUT_TYPE_PEN,
4: INPUT_TYPE_MOUSE,
5: INPUT_TYPE_KINECT // see https://twitter.com/jacobrossi/status/480596438489890816

};

var POINTER_ELEMENT_EVENTS = 'pointerdown'; var POINTER_WINDOW_EVENTS = 'pointermove pointerup pointercancel';

// IE10 has prefixed support, and case-sensitive if (window.MSPointerEvent && !window.PointerEvent) {

POINTER_ELEMENT_EVENTS = 'MSPointerDown';
POINTER_WINDOW_EVENTS = 'MSPointerMove MSPointerUp MSPointerCancel';

}

/**

* Pointer events input
* @constructor
* @extends Input
*/

function PointerEventInput() {

this.evEl = POINTER_ELEMENT_EVENTS;
this.evWin = POINTER_WINDOW_EVENTS;

Input.apply(this, arguments);

this.store = (this.manager.session.pointerEvents = []);

}

inherit(PointerEventInput, Input, {

/**
 * handle mouse events
 * @param {Object} ev
 */
handler: function PEhandler(ev) {
    var store = this.store;
    var removePointer = false;

    var eventTypeNormalized = ev.type.toLowerCase().replace('ms', '');
    var eventType = POINTER_INPUT_MAP[eventTypeNormalized];
    var pointerType = IE10_POINTER_TYPE_ENUM[ev.pointerType] || ev.pointerType;

    var isTouch = (pointerType == INPUT_TYPE_TOUCH);

    // get index of the event in the store
    var storeIndex = inArray(store, ev.pointerId, 'pointerId');

    // start and mouse must be down
    if (eventType & INPUT_START && (ev.button === 0 || isTouch)) {
        if (storeIndex < 0) {
            store.push(ev);
            storeIndex = store.length - 1;
        }
    } else if (eventType & (INPUT_END | INPUT_CANCEL)) {
        removePointer = true;
    }

    // it not found, so the pointer hasn't been down (so it's probably a hover)
    if (storeIndex < 0) {
        return;
    }

    // update the event in the store
    store[storeIndex] = ev;

    this.callback(this.manager, eventType, {
        pointers: store,
        changedPointers: [ev],
        pointerType: pointerType,
        srcEvent: ev
    });

    if (removePointer) {
        // remove from the store
        store.splice(storeIndex, 1);
    }
}

});

var SINGLE_TOUCH_INPUT_MAP = {

touchstart: INPUT_START,
touchmove: INPUT_MOVE,
touchend: INPUT_END,
touchcancel: INPUT_CANCEL

};

var SINGLE_TOUCH_TARGET_EVENTS = 'touchstart'; var SINGLE_TOUCH_WINDOW_EVENTS = 'touchstart touchmove touchend touchcancel';

/**

* Touch events input
* @constructor
* @extends Input
*/

function SingleTouchInput() {

this.evTarget = SINGLE_TOUCH_TARGET_EVENTS;
this.evWin = SINGLE_TOUCH_WINDOW_EVENTS;
this.started = false;

Input.apply(this, arguments);

}

inherit(SingleTouchInput, Input, {

handler: function TEhandler(ev) {
    var type = SINGLE_TOUCH_INPUT_MAP[ev.type];

    // should we handle the touch events?
    if (type === INPUT_START) {
        this.started = true;
    }

    if (!this.started) {
        return;
    }

    var touches = normalizeSingleTouches.call(this, ev, type);

    // when done, reset the started state
    if (type & (INPUT_END | INPUT_CANCEL) && touches[0].length - touches[1].length === 0) {
        this.started = false;
    }

    this.callback(this.manager, type, {
        pointers: touches[0],
        changedPointers: touches[1],
        pointerType: INPUT_TYPE_TOUCH,
        srcEvent: ev
    });
}

});

/**

* @this {TouchInput}
* @param {Object} ev
* @param {Number} type flag
* @returns {undefined|Array} [all, changed]
*/

function normalizeSingleTouches(ev, type) {

var all = toArray(ev.touches);
var changed = toArray(ev.changedTouches);

if (type & (INPUT_END | INPUT_CANCEL)) {
    all = uniqueArray(all.concat(changed), 'identifier', true);
}

return [all, changed];

}

var TOUCH_INPUT_MAP = {

touchstart: INPUT_START,
touchmove: INPUT_MOVE,
touchend: INPUT_END,
touchcancel: INPUT_CANCEL

};

var TOUCH_TARGET_EVENTS = 'touchstart touchmove touchend touchcancel';

/**

* Multi-user touch events input
* @constructor
* @extends Input
*/

function TouchInput() {

this.evTarget = TOUCH_TARGET_EVENTS;
this.targetIds = {};

Input.apply(this, arguments);

}

inherit(TouchInput, Input, {

handler: function MTEhandler(ev) {
    var type = TOUCH_INPUT_MAP[ev.type];
    var touches = getTouches.call(this, ev, type);
    if (!touches) {
        return;
    }

    this.callback(this.manager, type, {
        pointers: touches[0],
        changedPointers: touches[1],
        pointerType: INPUT_TYPE_TOUCH,
        srcEvent: ev
    });
}

});

/**

* @this {TouchInput}
* @param {Object} ev
* @param {Number} type flag
* @returns {undefined|Array} [all, changed]
*/

function getTouches(ev, type) {

var allTouches = toArray(ev.touches);
var targetIds = this.targetIds;

// when there is only one touch, the process can be simplified
if (type & (INPUT_START | INPUT_MOVE) && allTouches.length === 1) {
    targetIds[allTouches[0].identifier] = true;
    return [allTouches, allTouches];
}

var i,
    targetTouches,
    changedTouches = toArray(ev.changedTouches),
    changedTargetTouches = [],
    target = this.target;

// get target touches from touches
targetTouches = allTouches.filter(function(touch) {
    return hasParent(touch.target, target);
});

// collect touches
if (type === INPUT_START) {
    i = 0;
    while (i < targetTouches.length) {
        targetIds[targetTouches[i].identifier] = true;
        i++;
    }
}

// filter changed touches to only contain touches that exist in the collected target ids
i = 0;
while (i < changedTouches.length) {
    if (targetIds[changedTouches[i].identifier]) {
        changedTargetTouches.push(changedTouches[i]);
    }

    // cleanup removed touches
    if (type & (INPUT_END | INPUT_CANCEL)) {
        delete targetIds[changedTouches[i].identifier];
    }
    i++;
}

if (!changedTargetTouches.length) {
    return;
}

return [
    // merge targetTouches with changedTargetTouches so it contains ALL touches, including 'end' and 'cancel'
    uniqueArray(targetTouches.concat(changedTargetTouches), 'identifier', true),
    changedTargetTouches
];

}

/**

* Combined touch and mouse input
*
* Touch has a higher priority then mouse, and while touching no mouse events are allowed.
* This because touch devices also emit mouse events while doing a touch.
*
* @constructor
* @extends Input
*/

var DEDUP_TIMEOUT = 2500; var DEDUP_DISTANCE = 25;

function TouchMouseInput() {

Input.apply(this, arguments);

var handler = bindFn(this.handler, this);
this.touch = new TouchInput(this.manager, handler);
this.mouse = new MouseInput(this.manager, handler);

this.primaryTouch = null;
this.lastTouches = [];

}

inherit(TouchMouseInput, Input, {

/**
 * handle mouse and touch events
 * @param {Hammer} manager
 * @param {String} inputEvent
 * @param {Object} inputData
 */
handler: function TMEhandler(manager, inputEvent, inputData) {
    var isTouch = (inputData.pointerType == INPUT_TYPE_TOUCH),
        isMouse = (inputData.pointerType == INPUT_TYPE_MOUSE);

    if (isMouse && inputData.sourceCapabilities && inputData.sourceCapabilities.firesTouchEvents) {
        return;
    }

    // when we're in a touch event, record touches to  de-dupe synthetic mouse event
    if (isTouch) {
        recordTouches.call(this, inputEvent, inputData);
    } else if (isMouse && isSyntheticEvent.call(this, inputData)) {
        return;
    }

    this.callback(manager, inputEvent, inputData);
},

/**
 * remove the event listeners
 */
destroy: function destroy() {
    this.touch.destroy();
    this.mouse.destroy();
}

});

function recordTouches(eventType, eventData) {

if (eventType & INPUT_START) {
    this.primaryTouch = eventData.changedPointers[0].identifier;
    setLastTouch.call(this, eventData);
} else if (eventType & (INPUT_END | INPUT_CANCEL)) {
    setLastTouch.call(this, eventData);
}

}

function setLastTouch(eventData) {

var touch = eventData.changedPointers[0];

if (touch.identifier === this.primaryTouch) {
    var lastTouch = {x: touch.clientX, y: touch.clientY};
    this.lastTouches.push(lastTouch);
    var lts = this.lastTouches;
    var removeLastTouch = function() {
        var i = lts.indexOf(lastTouch);
        if (i > -1) {
            lts.splice(i, 1);
        }
    };
    setTimeout(removeLastTouch, DEDUP_TIMEOUT);
}

}

function isSyntheticEvent(eventData) {

var x = eventData.srcEvent.clientX, y = eventData.srcEvent.clientY;
for (var i = 0; i < this.lastTouches.length; i++) {
    var t = this.lastTouches[i];
    var dx = Math.abs(x - t.x), dy = Math.abs(y - t.y);
    if (dx <= DEDUP_DISTANCE && dy <= DEDUP_DISTANCE) {
        return true;
    }
}
return false;

}

var PREFIXED_TOUCH_ACTION = prefixed(TEST_ELEMENT.style, 'touchAction'); var NATIVE_TOUCH_ACTION = PREFIXED_TOUCH_ACTION !== undefined;

// magical touchAction value var TOUCH_ACTION_COMPUTE = 'compute'; var TOUCH_ACTION_AUTO = 'auto'; var TOUCH_ACTION_MANIPULATION = 'manipulation'; // not implemented var TOUCH_ACTION_NONE = 'none'; var TOUCH_ACTION_PAN_X = 'pan-x'; var TOUCH_ACTION_PAN_Y = 'pan-y'; var TOUCH_ACTION_MAP = getTouchActionProps();

/**

* Touch Action
* sets the touchAction property or uses the js alternative
* @param {Manager} manager
* @param {String} value
* @constructor
*/

function TouchAction(manager, value) {

this.manager = manager;
this.set(value);

}

TouchAction.prototype = {

/**
 * set the touchAction value on the element or enable the polyfill
 * @param {String} value
 */
set: function(value) {
    // find out the touch-action by the event handlers
    if (value == TOUCH_ACTION_COMPUTE) {
        value = this.compute();
    }

    if (NATIVE_TOUCH_ACTION && this.manager.element.style && TOUCH_ACTION_MAP[value]) {
        this.manager.element.style[PREFIXED_TOUCH_ACTION] = value;
    }
    this.actions = value.toLowerCase().trim();
},

/**
 * just re-set the touchAction value
 */
update: function() {
    this.set(this.manager.options.touchAction);
},

/**
 * compute the value for the touchAction property based on the recognizer's settings
 * @returns {String} value
 */
compute: function() {
    var actions = [];
    each(this.manager.recognizers, function(recognizer) {
        if (boolOrFn(recognizer.options.enable, [recognizer])) {
            actions = actions.concat(recognizer.getTouchAction());
        }
    });
    return cleanTouchActions(actions.join(' '));
},

/**
 * this method is called on each input cycle and provides the preventing of the browser behavior
 * @param {Object} input
 */
preventDefaults: function(input) {
    var srcEvent = input.srcEvent;
    var direction = input.offsetDirection;

    // if the touch action did prevented once this session
    if (this.manager.session.prevented) {
        srcEvent.preventDefault();
        return;
    }

    var actions = this.actions;
    var hasNone = inStr(actions, TOUCH_ACTION_NONE) && !TOUCH_ACTION_MAP[TOUCH_ACTION_NONE];
    var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_Y];
    var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_X];

    if (hasNone) {
        //do not prevent defaults if this is a tap gesture

        var isTapPointer = input.pointers.length === 1;
        var isTapMovement = input.distance < 2;
        var isTapTouchTime = input.deltaTime < 250;

        if (isTapPointer && isTapMovement && isTapTouchTime) {
            return;
        }
    }

    if (hasPanX && hasPanY) {
        // `pan-x pan-y` means browser handles all scrolling/panning, do not prevent
        return;
    }

    if (hasNone ||
        (hasPanY && direction & DIRECTION_HORIZONTAL) ||
        (hasPanX && direction & DIRECTION_VERTICAL)) {
        return this.preventSrc(srcEvent);
    }
},

/**
 * call preventDefault to prevent the browser's default behavior (scrolling in most cases)
 * @param {Object} srcEvent
 */
preventSrc: function(srcEvent) {
    this.manager.session.prevented = true;
    srcEvent.preventDefault();
}

};

/**

* when the touchActions are collected they are not a valid value, so we need to clean things up. *
* @param {String} actions
* @returns {*}
*/

function cleanTouchActions(actions) {

// none
if (inStr(actions, TOUCH_ACTION_NONE)) {
    return TOUCH_ACTION_NONE;
}

var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);
var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);

// if both pan-x and pan-y are set (different recognizers
// for different directions, e.g. horizontal pan but vertical swipe?)
// we need none (as otherwise with pan-x pan-y combined none of these
// recognizers will work, since the browser would handle all panning
if (hasPanX && hasPanY) {
    return TOUCH_ACTION_NONE;
}

// pan-x OR pan-y
if (hasPanX || hasPanY) {
    return hasPanX ? TOUCH_ACTION_PAN_X : TOUCH_ACTION_PAN_Y;
}

// manipulation
if (inStr(actions, TOUCH_ACTION_MANIPULATION)) {
    return TOUCH_ACTION_MANIPULATION;
}

return TOUCH_ACTION_AUTO;

}

function getTouchActionProps() {

if (!NATIVE_TOUCH_ACTION) {
    return false;
}
var touchMap = {};
var cssSupports = window.CSS && window.CSS.supports;
['auto', 'manipulation', 'pan-y', 'pan-x', 'pan-x pan-y', 'none'].forEach(function(val) {

    // If css.supports is not supported but there is native touch-action assume it supports
    // all values. This is the case for IE 10 and 11.
    touchMap[val] = cssSupports ? window.CSS.supports('touch-action', val) : true;
});
return touchMap;

}

/**

* Recognizer flow explained; *
* All recognizers have the initial state of POSSIBLE when a input session starts.
* The definition of a input session is from the first input until the last input, with all it's movement in it. *
* Example session for mouse-input: mousedown -> mousemove -> mouseup
*
* On each recognizing cycle (see Manager.recognize) the .recognize() method is executed
* which determines with state it should be.
*
* If the recognizer has the state FAILED, CANCELLED or RECOGNIZED (equals ENDED), it is reset to
* POSSIBLE to give it another change on the next cycle.
*
*               Possible
*                  |
*            +-----+---------------+
*            |                     |
*      +-----+-----+               |
*      |           |               |
*   Failed      Cancelled          |
*                          +-------+------+
*                          |              |
*                      Recognized       Began
*                                         |
*                                      Changed
*                                         |
*                                  Ended/Recognized
*/

var STATE_POSSIBLE = 1; var STATE_BEGAN = 2; var STATE_CHANGED = 4; var STATE_ENDED = 8; var STATE_RECOGNIZED = STATE_ENDED; var STATE_CANCELLED = 16; var STATE_FAILED = 32;

/**

* Recognizer
* Every recognizer needs to extend from this class.
* @constructor
* @param {Object} options
*/

function Recognizer(options) {

this.options = assign({}, this.defaults, options || {});

this.id = uniqueId();

this.manager = null;

// default is enable true
this.options.enable = ifUndefined(this.options.enable, true);

this.state = STATE_POSSIBLE;

this.simultaneous = {};
this.requireFail = [];

}

Recognizer.prototype = {

/**
 * @virtual
 * @type {Object}
 */
defaults: {},

/**
 * set options
 * @param {Object} options
 * @return {Recognizer}
 */
set: function(options) {
    assign(this.options, options);

    // also update the touchAction, in case something changed about the directions/enabled state
    this.manager && this.manager.touchAction.update();
    return this;
},

/**
 * recognize simultaneous with an other recognizer.
 * @param {Recognizer} otherRecognizer
 * @returns {Recognizer} this
 */
recognizeWith: function(otherRecognizer) {
    if (invokeArrayArg(otherRecognizer, 'recognizeWith', this)) {
        return this;
    }

    var simultaneous = this.simultaneous;
    otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
    if (!simultaneous[otherRecognizer.id]) {
        simultaneous[otherRecognizer.id] = otherRecognizer;
        otherRecognizer.recognizeWith(this);
    }
    return this;
},

/**
 * drop the simultaneous link. it doesnt remove the link on the other recognizer.
 * @param {Recognizer} otherRecognizer
 * @returns {Recognizer} this
 */
dropRecognizeWith: function(otherRecognizer) {
    if (invokeArrayArg(otherRecognizer, 'dropRecognizeWith', this)) {
        return this;
    }

    otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
    delete this.simultaneous[otherRecognizer.id];
    return this;
},

/**
 * recognizer can only run when an other is failing
 * @param {Recognizer} otherRecognizer
 * @returns {Recognizer} this
 */
requireFailure: function(otherRecognizer) {
    if (invokeArrayArg(otherRecognizer, 'requireFailure', this)) {
        return this;
    }

    var requireFail = this.requireFail;
    otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
    if (inArray(requireFail, otherRecognizer) === -1) {
        requireFail.push(otherRecognizer);
        otherRecognizer.requireFailure(this);
    }
    return this;
},

/**
 * drop the requireFailure link. it does not remove the link on the other recognizer.
 * @param {Recognizer} otherRecognizer
 * @returns {Recognizer} this
 */
dropRequireFailure: function(otherRecognizer) {
    if (invokeArrayArg(otherRecognizer, 'dropRequireFailure', this)) {
        return this;
    }

    otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
    var index = inArray(this.requireFail, otherRecognizer);
    if (index > -1) {
        this.requireFail.splice(index, 1);
    }
    return this;
},

/**
 * has require failures boolean
 * @returns {boolean}
 */
hasRequireFailures: function() {
    return this.requireFail.length > 0;
},

/**
 * if the recognizer can recognize simultaneous with an other recognizer
 * @param {Recognizer} otherRecognizer
 * @returns {Boolean}
 */
canRecognizeWith: function(otherRecognizer) {
    return !!this.simultaneous[otherRecognizer.id];
},

/**
 * You should use `tryEmit` instead of `emit` directly to check
 * that all the needed recognizers has failed before emitting.
 * @param {Object} input
 */
emit: function(input) {
    var self = this;
    var state = this.state;

    function emit(event) {
        self.manager.emit(event, input);
    }

    // 'panstart' and 'panmove'
    if (state < STATE_ENDED) {
        emit(self.options.event + stateStr(state));
    }

    emit(self.options.event); // simple 'eventName' events

    if (input.additionalEvent) { // additional event(panleft, panright, pinchin, pinchout...)
        emit(input.additionalEvent);
    }

    // panend and pancancel
    if (state >= STATE_ENDED) {
        emit(self.options.event + stateStr(state));
    }
},

/**
 * Check that all the require failure recognizers has failed,
 * if true, it emits a gesture event,
 * otherwise, setup the state to FAILED.
 * @param {Object} input
 */
tryEmit: function(input) {
    if (this.canEmit()) {
        return this.emit(input);
    }
    // it's failing anyway
    this.state = STATE_FAILED;
},

/**
 * can we emit?
 * @returns {boolean}
 */
canEmit: function() {
    var i = 0;
    while (i < this.requireFail.length) {
        if (!(this.requireFail[i].state & (STATE_FAILED | STATE_POSSIBLE))) {
            return false;
        }
        i++;
    }
    return true;
},

/**
 * update the recognizer
 * @param {Object} inputData
 */
recognize: function(inputData) {
    // make a new copy of the inputData
    // so we can change the inputData without messing up the other recognizers
    var inputDataClone = assign({}, inputData);

    // is is enabled and allow recognizing?
    if (!boolOrFn(this.options.enable, [this, inputDataClone])) {
        this.reset();
        this.state = STATE_FAILED;
        return;
    }

    // reset when we've reached the end
    if (this.state & (STATE_RECOGNIZED | STATE_CANCELLED | STATE_FAILED)) {
        this.state = STATE_POSSIBLE;
    }

    this.state = this.process(inputDataClone);

    // the recognizer has recognized a gesture
    // so trigger an event
    if (this.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED | STATE_CANCELLED)) {
        this.tryEmit(inputDataClone);
    }
},

/**
 * return the state of the recognizer
 * the actual recognizing happens in this method
 * @virtual
 * @param {Object} inputData
 * @returns {Const} STATE
 */
process: function(inputData) { }, // jshint ignore:line

/**
 * return the preferred touch-action
 * @virtual
 * @returns {Array}
 */
getTouchAction: function() { },

/**
 * called when the gesture isn't allowed to recognize
 * like when another is being recognized or it is disabled
 * @virtual
 */
reset: function() { }

};

/**

* get a usable string, used as event postfix
* @param {Const} state
* @returns {String} state
*/

function stateStr(state) {

if (state & STATE_CANCELLED) {
    return 'cancel';
} else if (state & STATE_ENDED) {
    return 'end';
} else if (state & STATE_CHANGED) {
    return 'move';
} else if (state & STATE_BEGAN) {
    return 'start';
}
return '';

}

/**

* direction cons to string
* @param {Const} direction
* @returns {String}
*/

function directionStr(direction) {

if (direction == DIRECTION_DOWN) {
    return 'down';
} else if (direction == DIRECTION_UP) {
    return 'up';
} else if (direction == DIRECTION_LEFT) {
    return 'left';
} else if (direction == DIRECTION_RIGHT) {
    return 'right';
}
return '';

}

/**

* get a recognizer by name if it is bound to a manager
* @param {Recognizer|String} otherRecognizer
* @param {Recognizer} recognizer
* @returns {Recognizer}
*/

function getRecognizerByNameIfManager(otherRecognizer, recognizer) {

var manager = recognizer.manager;
if (manager) {
    return manager.get(otherRecognizer);
}
return otherRecognizer;

}

/**

* This recognizer is just used as a base for the simple attribute recognizers.
* @constructor
* @extends Recognizer
*/

function AttrRecognizer() {

Recognizer.apply(this, arguments);

}

inherit(AttrRecognizer, Recognizer, {

/**
 * @namespace
 * @memberof AttrRecognizer
 */
defaults: {
    /**
     * @type {Number}
     * @default 1
     */
    pointers: 1
},

/**
 * Used to check if it the recognizer receives valid input, like input.distance > 10.
 * @memberof AttrRecognizer
 * @param {Object} input
 * @returns {Boolean} recognized
 */
attrTest: function(input) {
    var optionPointers = this.options.pointers;
    return optionPointers === 0 || input.pointers.length === optionPointers;
},

/**
 * Process the input and return the state for the recognizer
 * @memberof AttrRecognizer
 * @param {Object} input
 * @returns {*} State
 */
process: function(input) {
    var state = this.state;
    var eventType = input.eventType;

    var isRecognized = state & (STATE_BEGAN | STATE_CHANGED);
    var isValid = this.attrTest(input);

    // on cancel input and we've recognized before, return STATE_CANCELLED
    if (isRecognized && (eventType & INPUT_CANCEL || !isValid)) {
        return state | STATE_CANCELLED;
    } else if (isRecognized || isValid) {
        if (eventType & INPUT_END) {
            return state | STATE_ENDED;
        } else if (!(state & STATE_BEGAN)) {
            return STATE_BEGAN;
        }
        return state | STATE_CHANGED;
    }
    return STATE_FAILED;
}

});

/**

* Pan
* Recognized when the pointer is down and moved in the allowed direction.
* @constructor
* @extends AttrRecognizer
*/

function PanRecognizer() {

AttrRecognizer.apply(this, arguments);

this.pX = null;
this.pY = null;

}

inherit(PanRecognizer, AttrRecognizer, {

/**
 * @namespace
 * @memberof PanRecognizer
 */
defaults: {
    event: 'pan',
    threshold: 10,
    pointers: 1,
    direction: DIRECTION_ALL
},

getTouchAction: function() {
    var direction = this.options.direction;
    var actions = [];
    if (direction & DIRECTION_HORIZONTAL) {
        actions.push(TOUCH_ACTION_PAN_Y);
    }
    if (direction & DIRECTION_VERTICAL) {
        actions.push(TOUCH_ACTION_PAN_X);
    }
    return actions;
},

directionTest: function(input) {
    var options = this.options;
    var hasMoved = true;
    var distance = input.distance;
    var direction = input.direction;
    var x = input.deltaX;
    var y = input.deltaY;

    // lock to axis?
    if (!(direction & options.direction)) {
        if (options.direction & DIRECTION_HORIZONTAL) {
            direction = (x === 0) ? DIRECTION_NONE : (x < 0) ? DIRECTION_LEFT : DIRECTION_RIGHT;
            hasMoved = x != this.pX;
            distance = Math.abs(input.deltaX);
        } else {
            direction = (y === 0) ? DIRECTION_NONE : (y < 0) ? DIRECTION_UP : DIRECTION_DOWN;
            hasMoved = y != this.pY;
            distance = Math.abs(input.deltaY);
        }
    }
    input.direction = direction;
    return hasMoved && distance > options.threshold && direction & options.direction;
},

attrTest: function(input) {
    return AttrRecognizer.prototype.attrTest.call(this, input) &&
        (this.state & STATE_BEGAN || (!(this.state & STATE_BEGAN) && this.directionTest(input)));
},

emit: function(input) {

    this.pX = input.deltaX;
    this.pY = input.deltaY;

    var direction = directionStr(input.direction);

    if (direction) {
        input.additionalEvent = this.options.event + direction;
    }
    this._super.emit.call(this, input);
}

});

/**

* Pinch
* Recognized when two or more pointers are moving toward (zoom-in) or away from each other (zoom-out).
* @constructor
* @extends AttrRecognizer
*/

function PinchRecognizer() {

AttrRecognizer.apply(this, arguments);

}

inherit(PinchRecognizer, AttrRecognizer, {

/**
 * @namespace
 * @memberof PinchRecognizer
 */
defaults: {
    event: 'pinch',
    threshold: 0,
    pointers: 2
},

getTouchAction: function() {
    return [TOUCH_ACTION_NONE];
},

attrTest: function(input) {
    return this._super.attrTest.call(this, input) &&
        (Math.abs(input.scale - 1) > this.options.threshold || this.state & STATE_BEGAN);
},

emit: function(input) {
    if (input.scale !== 1) {
        var inOut = input.scale < 1 ? 'in' : 'out';
        input.additionalEvent = this.options.event + inOut;
    }
    this._super.emit.call(this, input);
}

});

/**

* Press
* Recognized when the pointer is down for x ms without any movement.
* @constructor
* @extends Recognizer
*/

function PressRecognizer() {

Recognizer.apply(this, arguments);

this._timer = null;
this._input = null;

}

inherit(PressRecognizer, Recognizer, {

/**
 * @namespace
 * @memberof PressRecognizer
 */
defaults: {
    event: 'press',
    pointers: 1,
    time: 251, // minimal time of the pointer to be pressed
    threshold: 9 // a minimal movement is ok, but keep it low
},

getTouchAction: function() {
    return [TOUCH_ACTION_AUTO];
},

process: function(input) {
    var options = this.options;
    var validPointers = input.pointers.length === options.pointers;
    var validMovement = input.distance < options.threshold;
    var validTime = input.deltaTime > options.time;

    this._input = input;

    // we only allow little movement
    // and we've reached an end event, so a tap is possible
    if (!validMovement || !validPointers || (input.eventType & (INPUT_END | INPUT_CANCEL) && !validTime)) {
        this.reset();
    } else if (input.eventType & INPUT_START) {
        this.reset();
        this._timer = setTimeoutContext(function() {
            this.state = STATE_RECOGNIZED;
            this.tryEmit();
        }, options.time, this);
    } else if (input.eventType & INPUT_END) {
        return STATE_RECOGNIZED;
    }
    return STATE_FAILED;
},

reset: function() {
    clearTimeout(this._timer);
},

emit: function(input) {
    if (this.state !== STATE_RECOGNIZED) {
        return;
    }

    if (input && (input.eventType & INPUT_END)) {
        this.manager.emit(this.options.event + 'up', input);
    } else {
        this._input.timeStamp = now();
        this.manager.emit(this.options.event, this._input);
    }
}

});

/**

* Rotate
* Recognized when two or more pointer are moving in a circular motion.
* @constructor
* @extends AttrRecognizer
*/

function RotateRecognizer() {

AttrRecognizer.apply(this, arguments);

}

inherit(RotateRecognizer, AttrRecognizer, {

/**
 * @namespace
 * @memberof RotateRecognizer
 */
defaults: {
    event: 'rotate',
    threshold: 0,
    pointers: 2
},

getTouchAction: function() {
    return [TOUCH_ACTION_NONE];
},

attrTest: function(input) {
    return this._super.attrTest.call(this, input) &&
        (Math.abs(input.rotation) > this.options.threshold || this.state & STATE_BEGAN);
}

});

/**

* Swipe
* Recognized when the pointer is moving fast (velocity), with enough distance in the allowed direction.
* @constructor
* @extends AttrRecognizer
*/

function SwipeRecognizer() {

AttrRecognizer.apply(this, arguments);

}

inherit(SwipeRecognizer, AttrRecognizer, {

/**
 * @namespace
 * @memberof SwipeRecognizer
 */
defaults: {
    event: 'swipe',
    threshold: 10,
    velocity: 0.3,
    direction: DIRECTION_HORIZONTAL | DIRECTION_VERTICAL,
    pointers: 1
},

getTouchAction: function() {
    return PanRecognizer.prototype.getTouchAction.call(this);
},

attrTest: function(input) {
    var direction = this.options.direction;
    var velocity;

    if (direction & (DIRECTION_HORIZONTAL | DIRECTION_VERTICAL)) {
        velocity = input.overallVelocity;
    } else if (direction & DIRECTION_HORIZONTAL) {
        velocity = input.overallVelocityX;
    } else if (direction & DIRECTION_VERTICAL) {
        velocity = input.overallVelocityY;
    }

    return this._super.attrTest.call(this, input) &&
        direction & input.offsetDirection &&
        input.distance > this.options.threshold &&
        input.maxPointers == this.options.pointers &&
        abs(velocity) > this.options.velocity && input.eventType & INPUT_END;
},

emit: function(input) {
    var direction = directionStr(input.offsetDirection);
    if (direction) {
        this.manager.emit(this.options.event + direction, input);
    }

    this.manager.emit(this.options.event, input);
}

});

/**

* A tap is ecognized when the pointer is doing a small tap/click. Multiple taps are recognized if they occur
* between the given interval and position. The delay option can be used to recognize multi-taps without firing
* a single tap.
*
* The eventData from the emitted event contains the property `tapCount`, which contains the amount of
* multi-taps being recognized.
* @constructor
* @extends Recognizer
*/

function TapRecognizer() {

Recognizer.apply(this, arguments);

// previous time and center,
// used for tap counting
this.pTime = false;
this.pCenter = false;

this._timer = null;
this._input = null;
this.count = 0;

}

inherit(TapRecognizer, Recognizer, {

/**
 * @namespace
 * @memberof PinchRecognizer
 */
defaults: {
    event: 'tap',
    pointers: 1,
    taps: 1,
    interval: 300, // max time between the multi-tap taps
    time: 250, // max time of the pointer to be down (like finger on the screen)
    threshold: 9, // a minimal movement is ok, but keep it low
    posThreshold: 10 // a multi-tap can be a bit off the initial position
},

getTouchAction: function() {
    return [TOUCH_ACTION_MANIPULATION];
},

process: function(input) {
    var options = this.options;

    var validPointers = input.pointers.length === options.pointers;
    var validMovement = input.distance < options.threshold;
    var validTouchTime = input.deltaTime < options.time;

    this.reset();

    if ((input.eventType & INPUT_START) && (this.count === 0)) {
        return this.failTimeout();
    }

    // we only allow little movement
    // and we've reached an end event, so a tap is possible
    if (validMovement && validTouchTime && validPointers) {
        if (input.eventType != INPUT_END) {
            return this.failTimeout();
        }

        var validInterval = this.pTime ? (input.timeStamp - this.pTime < options.interval) : true;
        var validMultiTap = !this.pCenter || getDistance(this.pCenter, input.center) < options.posThreshold;

        this.pTime = input.timeStamp;
        this.pCenter = input.center;

        if (!validMultiTap || !validInterval) {
            this.count = 1;
        } else {
            this.count += 1;
        }

        this._input = input;

        // if tap count matches we have recognized it,
        // else it has began recognizing...
        var tapCount = this.count % options.taps;
        if (tapCount === 0) {
            // no failing requirements, immediately trigger the tap event
            // or wait as long as the multitap interval to trigger
            if (!this.hasRequireFailures()) {
                return STATE_RECOGNIZED;
            } else {
                this._timer = setTimeoutContext(function() {
                    this.state = STATE_RECOGNIZED;
                    this.tryEmit();
                }, options.interval, this);
                return STATE_BEGAN;
            }
        }
    }
    return STATE_FAILED;
},

failTimeout: function() {
    this._timer = setTimeoutContext(function() {
        this.state = STATE_FAILED;
    }, this.options.interval, this);
    return STATE_FAILED;
},

reset: function() {
    clearTimeout(this._timer);
},

emit: function() {
    if (this.state == STATE_RECOGNIZED) {
        this._input.tapCount = this.count;
        this.manager.emit(this.options.event, this._input);
    }
}

});

/**

* Simple way to create a manager with a default set of recognizers.
* @param {HTMLElement} element
* @param {Object} [options]
* @constructor
*/

function Hammer(element, options) {

options = options || {};
options.recognizers = ifUndefined(options.recognizers, Hammer.defaults.preset);
return new Manager(element, options);

}

/**

* @const {string}
*/

Hammer.VERSION = '2.0.8';

/**

* default settings
* @namespace
*/

Hammer.defaults = {

/**
 * set if DOM events are being triggered.
 * But this is slower and unused by simple implementations, so disabled by default.
 * @type {Boolean}
 * @default false
 */
domEvents: false,

/**
 * The value for the touchAction property/fallback.
 * When set to `compute` it will magically set the correct value based on the added recognizers.
 * @type {String}
 * @default compute
 */
touchAction: TOUCH_ACTION_COMPUTE,

/**
 * @type {Boolean}
 * @default true
 */
enable: true,

/**
 * EXPERIMENTAL FEATURE -- can be removed/changed
 * Change the parent input target element.
 * If Null, then it is being set the to main element.
 * @type {Null|EventTarget}
 * @default null
 */
inputTarget: null,

/**
 * force an input class
 * @type {Null|Function}
 * @default null
 */
inputClass: null,

/**
 * Default recognizer setup when calling `Hammer()`
 * When creating a new Manager these will be skipped.
 * @type {Array}
 */
preset: [
    // RecognizerClass, options, [recognizeWith, ...], [requireFailure, ...]
    [RotateRecognizer, {enable: false}],
    [PinchRecognizer, {enable: false}, ['rotate']],
    [SwipeRecognizer, {direction: DIRECTION_HORIZONTAL}],
    [PanRecognizer, {direction: DIRECTION_HORIZONTAL}, ['swipe']],
    [TapRecognizer],
    [TapRecognizer, {event: 'doubletap', taps: 2}, ['tap']],
    [PressRecognizer]
],

/**
 * Some CSS properties can be used to improve the working of Hammer.
 * Add them to this method and they will be set when creating a new Manager.
 * @namespace
 */
cssProps: {
    /**
     * Disables text selection to improve the dragging gesture. Mainly for desktop browsers.
     * @type {String}
     * @default 'none'
     */
    userSelect: 'none',

    /**
     * Disable the Windows Phone grippers when pressing an element.
     * @type {String}
     * @default 'none'
     */
    touchSelect: 'none',

    /**
     * Disables the default callout shown when you touch and hold a touch target.
     * On iOS, when you touch and hold a touch target such as a link, Safari displays
     * a callout containing information about the link. This property allows you to disable that callout.
     * @type {String}
     * @default 'none'
     */
    touchCallout: 'none',

    /**
     * Specifies whether zooming is enabled. Used by IE10>
     * @type {String}
     * @default 'none'
     */
    contentZooming: 'none',

    /**
     * Specifies that an entire element should be draggable instead of its contents. Mainly for desktop browsers.
     * @type {String}
     * @default 'none'
     */
    userDrag: 'none',

    /**
     * Overrides the highlight color shown when the user taps a link or a JavaScript
     * clickable element in iOS. This property obeys the alpha value, if specified.
     * @type {String}
     * @default 'rgba(0,0,0,0)'
     */
    tapHighlightColor: 'rgba(0,0,0,0)'
}

};

var STOP = 1; var FORCED_STOP = 2;

/**

* Manager
* @param {HTMLElement} element
* @param {Object} [options]
* @constructor
*/

function Manager(element, options) {

this.options = assign({}, Hammer.defaults, options || {});

this.options.inputTarget = this.options.inputTarget || element;

this.handlers = {};
this.session = {};
this.recognizers = [];
this.oldCssProps = {};

this.element = element;
this.input = createInputInstance(this);
this.touchAction = new TouchAction(this, this.options.touchAction);

toggleCssProps(this, true);

each(this.options.recognizers, function(item) {
    var recognizer = this.add(new (item[0])(item[1]));
    item[2] && recognizer.recognizeWith(item[2]);
    item[3] && recognizer.requireFailure(item[3]);
}, this);

}

Manager.prototype = {

/**
 * set options
 * @param {Object} options
 * @returns {Manager}
 */
set: function(options) {
    assign(this.options, options);

    // Options that need a little more setup
    if (options.touchAction) {
        this.touchAction.update();
    }
    if (options.inputTarget) {
        // Clean up existing event listeners and reinitialize
        this.input.destroy();
        this.input.target = options.inputTarget;
        this.input.init();
    }
    return this;
},

/**
 * stop recognizing for this session.
 * This session will be discarded, when a new [input]start event is fired.
 * When forced, the recognizer cycle is stopped immediately.
 * @param {Boolean} [force]
 */
stop: function(force) {
    this.session.stopped = force ? FORCED_STOP : STOP;
},

/**
 * run the recognizers!
 * called by the inputHandler function on every movement of the pointers (touches)
 * it walks through all the recognizers and tries to detect the gesture that is being made
 * @param {Object} inputData
 */
recognize: function(inputData) {
    var session = this.session;
    if (session.stopped) {
        return;
    }

    // run the touch-action polyfill
    this.touchAction.preventDefaults(inputData);

    var recognizer;
    var recognizers = this.recognizers;

    // this holds the recognizer that is being recognized.
    // so the recognizer's state needs to be BEGAN, CHANGED, ENDED or RECOGNIZED
    // if no recognizer is detecting a thing, it is set to `null`
    var curRecognizer = session.curRecognizer;

    // reset when the last recognizer is recognized
    // or when we're in a new session
    if (!curRecognizer || (curRecognizer && curRecognizer.state & STATE_RECOGNIZED)) {
        curRecognizer = session.curRecognizer = null;
    }

    var i = 0;
    while (i < recognizers.length) {
        recognizer = recognizers[i];

        // find out if we are allowed try to recognize the input for this one.
        // 1.   allow if the session is NOT forced stopped (see the .stop() method)
        // 2.   allow if we still haven't recognized a gesture in this session, or the this recognizer is the one
        //      that is being recognized.
        // 3.   allow if the recognizer is allowed to run simultaneous with the current recognized recognizer.
        //      this can be setup with the `recognizeWith()` method on the recognizer.
        if (session.stopped !== FORCED_STOP && ( // 1
                !curRecognizer || recognizer == curRecognizer || // 2
                recognizer.canRecognizeWith(curRecognizer))) { // 3
            recognizer.recognize(inputData);
        } else {
            recognizer.reset();
        }

        // if the recognizer has been recognizing the input as a valid gesture, we want to store this one as the
        // current active recognizer. but only if we don't already have an active recognizer
        if (!curRecognizer && recognizer.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED)) {
            curRecognizer = session.curRecognizer = recognizer;
        }
        i++;
    }
},

/**
 * get a recognizer by its event name.
 * @param {Recognizer|String} recognizer
 * @returns {Recognizer|Null}
 */
get: function(recognizer) {
    if (recognizer instanceof Recognizer) {
        return recognizer;
    }

    var recognizers = this.recognizers;
    for (var i = 0; i < recognizers.length; i++) {
        if (recognizers[i].options.event == recognizer) {
            return recognizers[i];
        }
    }
    return null;
},

/**
 * add a recognizer to the manager
 * existing recognizers with the same event name will be removed
 * @param {Recognizer} recognizer
 * @returns {Recognizer|Manager}
 */
add: function(recognizer) {
    if (invokeArrayArg(recognizer, 'add', this)) {
        return this;
    }

    // remove existing
    var existing = this.get(recognizer.options.event);
    if (existing) {
        this.remove(existing);
    }

    this.recognizers.push(recognizer);
    recognizer.manager = this;

    this.touchAction.update();
    return recognizer;
},

/**
 * remove a recognizer by name or instance
 * @param {Recognizer|String} recognizer
 * @returns {Manager}
 */
remove: function(recognizer) {
    if (invokeArrayArg(recognizer, 'remove', this)) {
        return this;
    }

    recognizer = this.get(recognizer);

    // let's make sure this recognizer exists
    if (recognizer) {
        var recognizers = this.recognizers;
        var index = inArray(recognizers, recognizer);

        if (index !== -1) {
            recognizers.splice(index, 1);
            this.touchAction.update();
        }
    }

    return this;
},

/**
 * bind event
 * @param {String} events
 * @param {Function} handler
 * @returns {EventEmitter} this
 */
on: function(events, handler) {
    if (events === undefined) {
        return;
    }
    if (handler === undefined) {
        return;
    }

    var handlers = this.handlers;
    each(splitStr(events), function(event) {
        handlers[event] = handlers[event] || [];
        handlers[event].push(handler);
    });
    return this;
},

/**
 * unbind event, leave emit blank to remove all handlers
 * @param {String} events
 * @param {Function} [handler]
 * @returns {EventEmitter} this
 */
off: function(events, handler) {
    if (events === undefined) {
        return;
    }

    var handlers = this.handlers;
    each(splitStr(events), function(event) {
        if (!handler) {
            delete handlers[event];
        } else {
            handlers[event] && handlers[event].splice(inArray(handlers[event], handler), 1);
        }
    });
    return this;
},

/**
 * emit event to the listeners
 * @param {String} event
 * @param {Object} data
 */
emit: function(event, data) {
    // we also want to trigger dom events
    if (this.options.domEvents) {
        triggerDomEvent(event, data);
    }

    // no handlers, so skip it all
    var handlers = this.handlers[event] && this.handlers[event].slice();
    if (!handlers || !handlers.length) {
        return;
    }

    data.type = event;
    data.preventDefault = function() {
        data.srcEvent.preventDefault();
    };

    var i = 0;
    while (i < handlers.length) {
        handlers[i](data);
        i++;
    }
},

/**
 * destroy the manager and unbinds all events
 * it doesn't unbind dom events, that is the user own responsibility
 */
destroy: function() {
    this.element && toggleCssProps(this, false);

    this.handlers = {};
    this.session = {};
    this.input.destroy();
    this.element = null;
}

};

/**

* add/remove the css properties as defined in manager.options.cssProps
* @param {Manager} manager
* @param {Boolean} add
*/

function toggleCssProps(manager, add) {

var element = manager.element;
if (!element.style) {
    return;
}
var prop;
each(manager.options.cssProps, function(value, name) {
    prop = prefixed(element.style, name);
    if (add) {
        manager.oldCssProps[prop] = element.style[prop];
        element.style[prop] = value;
    } else {
        element.style[prop] = manager.oldCssProps[prop] || '';
    }
});
if (!add) {
    manager.oldCssProps = {};
}

}

/**

* trigger dom event
* @param {String} event
* @param {Object} data
*/

function triggerDomEvent(event, data) {

var gestureEvent = document.createEvent('Event');
gestureEvent.initEvent(event, true, true);
gestureEvent.gesture = data;
data.target.dispatchEvent(gestureEvent);

}

assign(Hammer, {

INPUT_START: INPUT_START,
INPUT_MOVE: INPUT_MOVE,
INPUT_END: INPUT_END,
INPUT_CANCEL: INPUT_CANCEL,

STATE_POSSIBLE: STATE_POSSIBLE,
STATE_BEGAN: STATE_BEGAN,
STATE_CHANGED: STATE_CHANGED,
STATE_ENDED: STATE_ENDED,
STATE_RECOGNIZED: STATE_RECOGNIZED,
STATE_CANCELLED: STATE_CANCELLED,
STATE_FAILED: STATE_FAILED,

DIRECTION_NONE: DIRECTION_NONE,
DIRECTION_LEFT: DIRECTION_LEFT,
DIRECTION_RIGHT: DIRECTION_RIGHT,
DIRECTION_UP: DIRECTION_UP,
DIRECTION_DOWN: DIRECTION_DOWN,
DIRECTION_HORIZONTAL: DIRECTION_HORIZONTAL,
DIRECTION_VERTICAL: DIRECTION_VERTICAL,
DIRECTION_ALL: DIRECTION_ALL,

Manager: Manager,
Input: Input,
TouchAction: TouchAction,

TouchInput: TouchInput,
MouseInput: MouseInput,
PointerEventInput: PointerEventInput,
TouchMouseInput: TouchMouseInput,
SingleTouchInput: SingleTouchInput,

Recognizer: Recognizer,
AttrRecognizer: AttrRecognizer,
Tap: TapRecognizer,
Pan: PanRecognizer,
Swipe: SwipeRecognizer,
Pinch: PinchRecognizer,
Rotate: RotateRecognizer,
Press: PressRecognizer,

on: addEventListeners,
off: removeEventListeners,
each: each,
merge: merge,
extend: extend,
assign: assign,
inherit: inherit,
bindFn: bindFn,
prefixed: prefixed

});

// this prevents errors when Hammer is loaded in the presence of an AMD // style loader but by script tag, not by the loader. var freeGlobal = (typeof window !== 'undefined' ? window : (typeof self !== 'undefined' ? self : {})); // jshint ignore:line freeGlobal.Hammer = Hammer;

if (typeof define === 'function' && define.amd) {

define(function() {
    return Hammer;
});

} else if (typeof module != 'undefined' && module.exports) {

module.exports = Hammer;

} else {

window[exportName] = Hammer;

}

})(window, document, 'Hammer');