summaryrefslogtreecommitdiffstats
path: root/afm-client/bower_components/hammerjs/hammer.js
diff options
context:
space:
mode:
authorFulup Ar Foll <fulup@iot.bzh>2016-01-28 16:30:12 +0100
committerFulup Ar Foll <fulup@iot.bzh>2016-01-28 16:30:12 +0100
commitbe83a8f382cf2fea98161bfd6d51719aacbf9aa9 (patch)
tree3fb02337f8d7d308ef7ca7818ecc3d3a6ee05d88 /afm-client/bower_components/hammerjs/hammer.js
parent1a4ed39bf86b2115eb0f1387d1e988462b492776 (diff)
Update JSON API
Diffstat (limited to 'afm-client/bower_components/hammerjs/hammer.js')
-rw-r--r--afm-client/bower_components/hammerjs/hammer.js2568
1 files changed, 2568 insertions, 0 deletions
diff --git a/afm-client/bower_components/hammerjs/hammer.js b/afm-client/bower_components/hammerjs/hammer.js
new file mode 100644
index 0000000..bbabf73
--- /dev/null
+++ b/afm-client/bower_components/hammerjs/hammer.js
@@ -0,0 +1,2568 @@
+/*! Hammer.JS - v2.0.6 - 2015-12-23
+ * http://hammerjs.github.io/
+ *
+ * Copyright (c) 2015 Jorik Tangelder;
+ * Licensed under the 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=false} [merge]
+ * @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.allow = true; // used by Input.TouchMouse to disable mouse 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, and mouse events are allowed (see the TouchMouse input)
+ if (!this.pressed || !this.allow) {
+ 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
+ */
+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);
+}
+
+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);
+
+ // when we're in a touch event, so block all upcoming mouse events
+ // most mobile browser also emit mouseevents, right after touchstart
+ if (isTouch) {
+ this.mouse.allow = false;
+ } else if (isMouse && !this.mouse.allow) {
+ return;
+ }
+
+ // reset the allowMouse when we're done
+ if (inputEvent & (INPUT_END | INPUT_CANCEL)) {
+ this.mouse.allow = true;
+ }
+
+ this.callback(manager, inputEvent, inputData);
+ },
+
+ /**
+ * remove the event listeners
+ */
+ destroy: function destroy() {
+ this.touch.destroy();
+ this.mouse.destroy();
+ }
+});
+
+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';
+
+/**
+ * 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) {
+ 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) {
+ // not needed with native support for the touchAction property
+ if (NATIVE_TOUCH_ACTION) {
+ return;
+ }
+
+ 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);
+ var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);
+ var hasPanX = inStr(actions, 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;
+}
+
+/**
+ * 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 = '2.0.6';
+
+/**
+ * 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.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) {
+ 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) {
+ 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;
+ }
+ each(manager.options.cssProps, function(value, name) {
+ element.style[prefixed(element.style, name)] = add ? value : '';
+ });
+}
+
+/**
+ * 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');