/*! 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');