]> _ Git - fluidbook-html5.git/commitdiff
wip #1487 @5
authorVincent Vanwaelscappel <vincent@cubedesigners.com>
Mon, 10 Jul 2017 17:05:27 +0000 (19:05 +0200)
committerVincent Vanwaelscappel <vincent@cubedesigners.com>
Mon, 10 Jul 2017 17:05:27 +0000 (19:05 +0200)
js/libs/fluidbook/fluidbook.interact.js
js/libs/fluidbook/fluidbook.js
js/libs/fluidbook/fluidbook.touch.js
js/libs/hammer.js [new file with mode: 0644]
style/fluidbook.less

index b8d53113dfced9a39e73821dbbb84bcfd38e8bb2..2275dd76f0b723ab6e4c3086d1cfb094b998ccce 100644 (file)
@@ -5,13 +5,10 @@ function FluidbookInteract(fluidbook) {
 
 FluidbookInteract.prototype = {
     init: function () {
-        var $this = this;
-        interact(document).on('dragmove', function (e) {
-            $this.move(e);
-        });
+
     },
 
     move: function (e) {
-       // console.log(e);
+
     }
 }
\ No newline at end of file
index 10d8cf9e8d6754e83748f7d3a7d4dd328c198a8c..37d1fc7d06dbb1386f30611ab21e59260c3730ae 100644 (file)
@@ -38,10 +38,9 @@ Fluidbook.prototype = {
         this.waiters = [];
         this.viewport = new FluidbookViewport(this);
         this.viewport.updateViewport();
-        if (Modernizr.ftouch && this.support.transitions2d && this.datas.mobileTransitions != 'none') {
+        if (/*Modernizr.ftouch &&*/ this.support.transitions2d && this.datas.mobileTransitions != 'none') {
             this.touch = new FluidbookTouch(this);
         }
-        this.interact = new FluidbookInteract(this);
         this.background = new FluidbookBackground(this);
         this.l10n = new FluidbookL10N(this, $_GET['lang']);
         this.video = new FluidbookVideo(this);
@@ -82,9 +81,8 @@ Fluidbook.prototype = {
         this.coquillette = new FluidbookCoquillette(this);
         this.stats = new FluidbookStats(this);
         this.stats.track(10);
-        if (!this.support.isMobile) {
-            this.desktop = new FluidbookDesktop(this);
-        }
+        this.desktop = new FluidbookDesktop(this);
+
         this.initTheme();
         this.initKeyboardShortcuts();
     },
@@ -710,8 +708,8 @@ Fluidbook.prototype = {
         return this.datas.numerotation[page - 1];
     },
     virtualToPhysical: function (page) {
-        var i=this.datas.numerotation.indexOf(page);
-        if(i==-1){
+        var i = this.datas.numerotation.indexOf(page);
+        if (i == -1) {
             return false;
         }
         return i + 1;
index 85a2d464fb61852fbb6d8f4330221bc06e4cca70..c10e06d6148c3778e746b2e83249c2bd690af865 100644 (file)
@@ -1,7 +1,5 @@
 function FluidbookTouch(fluidbook) {
     this.fluidbook = fluidbook;
-    this.interact = fluidbook.interact;
-    this.scale = 1;
 
     this.startX = 0;
     this.startY = 0;
@@ -18,79 +16,89 @@ FluidbookTouch.prototype = {
         var $this = this;
 
         // Disable native zoom #1471
-        if (this.fluidbook.support.iOS) {
-            document.addEventListener('touchmove', function (event) {
-                event = event.originalEvent || event;
-                if (event.scale != undefined && event.scale !== 1) {
-                    event.preventDefault();
-                }
-            }, false);
-        }
+        // if (this.fluidbook.support.iOS) {
+        //     document.addEventListener('touchmove', function (event) {
+        //         event = event.originalEvent || event;
+        //         if (event.scale != undefined && event.scale !== 1) {
+        //             event.preventDefault();
+        //         }
+        //     }, false);
+        // }
 
 
         $(this.fluidbook).on('fluidbook.page.change.end', function () {
             $this.resetSlide();
         });
 
-        // Pinch to zoom
-        interact(document.getElementById("z")).gesturable({
-            onstart: function (event) {
-                if ($this.fluidbook.zoom.zoom == 1) {
-                    $this.setZoomOriginFromEvent(event);
-                }
-                return false;
-            },
-            onmove: function (event) {
-                var ds = event.ds;
-
-                if (ds > 0) {
-                    ds *= 0.25;
-                } else {
-                    ds *= 0.75;
-                }
-                var s = $this.fluidbook.zoom.zoom * (1 + ds);
-                $this.pinchZoom(s);
-                return false;
-            },
-            onend: function (event) {
-                return false;
-            },
-        });
-
-        interact(document.getElementById("z")).ignoreFrom('.link a').draggable({
-            inertia: true,
-            onmove: function (event) {
-                return $this.dragzoom(event);
-            },
-            onend: function (event) {
-                $this.resetSlide();
-            }
-        });
-
-        interact(document.getElementById("background")).ignoreFrom('.link a').draggable({
-            inertia: true,
-            onmove: function (event) {
-
-            },
-            onend: function (event) {
+        $this.initInteract();
+    },
 
-            }
-        });
+    initInteract: function () {
+        var $this = this;
 
         // Double tap
-        interact(document).on('doubletap', function (event) {
+        var hm = new Hammer(document);
+        hm.get('pinch').set({enable: true});
+        hm.on('doubletap', function (event) {
+            console.log(event);
             if ($this.fluidbook.zoom.zoom > 1) {
                 $this.fluidbook.zoom.setTransition(true);
                 $this.fluidbook.zoom.resetZoom();
             } else {
-                $this.setZoomOriginFromEvent(event);
+                $this.setZoomOriginFromEvent(event.srcEvent);
                 $this.fluidbook.zoom.setTransition(true);
                 $this.fluidbook.zoom.setZoom($this.fluidbook.datas.zoom / 100, 1)
             }
             event.preventDefault();
         });
+        hm.on('pinch', function (event) {
+            console.log(event);
+            event.preventDefault();
+        });
+
     },
 
+    /*initInteractGestures: function () {
+     var $this = this;
+
+     // Pinch to zoom
+     interact(document.getElementById("z")).gesturable({
+     onstart: function (event) {
+     if ($this.fluidbook.zoom.zoom == 1) {
+     $this.setZoomOriginFromEvent(event);
+     }
+     return false;
+     },
+     onmove: function (event) {
+     var ds = event.ds;
+
+     if (ds > 0) {
+     ds *= 0.25;
+     } else {
+     ds *= 0.75;
+     }
+     var s = $this.fluidbook.zoom.zoom * (1 + ds);
+     $this.pinchZoom(s);
+     return false;
+     },
+     onend: function (event) {
+     return false;
+     },
+     styleCursor: false,
+     enabled: true,
+     });
+
+     interact(document.getElementById("z")).ignoreFrom('.link a').draggable({
+     inertia: true,
+     onmove: function (event) {
+     return $this.dragzoom(event);
+     },
+     onend: function (event) {
+     $this.resetSlide();
+     }, styleCursor: false, enabled: true,
+     });
+     },*/
+
     pinchZoom: function (s) {
         this.fluidbook.zoom.setTransition(false);
         this.fluidbook.zoom.setZoom(s, undefined);
@@ -120,7 +128,6 @@ FluidbookTouch.prototype = {
             true);
 
         if (this.fluidbook.zoom.zoom == 1) {
-
             if (this.startX == -1) {
                 this.startX = e.clientX;
             }
@@ -205,9 +212,11 @@ FluidbookTouch.prototype = {
         this.offsetY = 0;
     },
     setZoomOriginFromEvent: function (event) {
+        var cx = event.clientX || event.pageX;
+        var cy = event.clientY || event.pageY;
         this.fluidbook.zoom.setOrigin(
-            ((event.clientX / this.fluidbook.resize.ww) * 100) + '%',
-            ((event.clientY / this.fluidbook.resize.hh) * 100) + '%',
+            ((cx / this.fluidbook.resize.ww) * 100) + '%',
+            ((cy / this.fluidbook.resize.hh) * 100) + '%',
             true);
     },
 };
diff --git a/js/libs/hammer.js b/js/libs/hammer.js
new file mode 100644 (file)
index 0000000..0b8febe
--- /dev/null
@@ -0,0 +1,2643 @@
+/*! 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');
index ed549d742c85c62274742f5f7e197e6f4af554ef..158f6f4841cc68788f8d499bdac801e39c8f826e 100644 (file)
@@ -87,6 +87,8 @@ html {
        -ms-user-select: text;
        &.ios {
                position: fixed;
+               top: 0;
+               left: 0;
        }
 }