text: /*! Hammer.JS - v2.0.4 - 2014-09-28
   * http://hammerjs.github.io/
   *
   * Copyright (c) 2014 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);
              }
          }
      }
  
      /**
       * extend object.
       * means that properties in dest will be overwritten by the ones in src.
       * @param {Object} dest
       * @param {Object} src
       * @param {Boolean} [merge]
       * @returns {Object} dest
       */
      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;
      }
  
      /**
       * 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
       */
      function merge(dest, src) {
          return extend(dest, src, true);
      }
  
      /**
       * 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) {
              extend(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;
          return (doc.defaultView || doc.parentWindow);
      }
  
      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);
  
          input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;
          input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;
  
          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 = last.deltaX - input.deltaX;
              var deltaY = last.deltaY - input.deltaY;
  
              var v = getVelocity(deltaTime, deltaX, deltaY);
              velocityX = v.x;
              velocityY = v.y;
              velocity = (abs(v.x) > abs(v.y)) ? v.x : v.y;
              direction = getDirection(deltaX, deltaY);
  
              session.lastInterval = input;
          } else {
              // use latest velocity info if it doesn't overtake a minimum period
              velocity = last.velocity;
              velocityX = last.velocityX;
              velocityY = last.velocityY;
              direction = last.direction;
          }
  
          input.velocity = velocity;
          input.velocityX = velocityX;
          input.velocityY = velocityY;
          input.direction = direction;
      }
  
      /**
       * create a simple clone from the input used for storage of firstInput and firstMultiple
       * @param {Object} input
       * @returns {Object} clonedInputData
       */
      function simpleCloneInputData(input) {
          // make a simple copy of the pointers because we will get a reference if we don't
          // we only need clientXY for the calculations
          var pointers = [];
          var i = 0;
          while (i < input.pointers.length) {
              pointers[i] = {
                  clientX: round(input.pointers[i].clientX),
                  clientY: round(input.pointers[i].clientY)
              };
              i++;
          }
  
          return {
              timeStamp: now(),
              pointers: pointers,
              center: getCenter(pointers),
              deltaX: input.deltaX,
              deltaY: input.deltaY
          };
      }
  
      /**
       * get the center of all the pointers
       * @param {Array} pointers
       * @return {Object} center contains `x` and `y` properties
       */
      function getCenter(pointers) {
          var pointersLength = pointers.length;
  
          // no need to loop when only one touch
          if (pointersLength === 1) {
              return {
                  x: round(pointers[0].clientX),
                  y: round(pointers[0].clientY)
              };
          }
  
          var x = 0, y = 0, i = 0;
          while (i < pointersLength) {
              x += pointers[i].clientX;
              y += pointers[i].clientY;
              i++;
          }
  
          return {
              x: round(x / pointersLength),
              y: round(y / pointersLength)
          };
      }
  
      /**
       * calculate the velocity between two points. unit is in px per ms.
       * @param {Number} deltaTime
       * @param {Number} x
       * @param {Number} y
       * @return {Object} velocity `x` and `y`
       */
      function getVelocity(deltaTime, x, y) {
          return {
              x: x / deltaTime || 0,
              y: y / deltaTime || 0
          };
      }
  
      /**
       * get the direction between two points
       * @param {Number} x
       * @param {Number} y
       * @return {Number} direction
       */
      function getDirection(x, y) {
          if (x === y) {
              return DIRECTION_NONE;
          }
  
          if (abs(x) >= abs(y)) {
              return x > 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;
          }
          return y > 0 ? DIRECTION_UP : DIRECTION_DOWN;
      }
  
      /**
       * calculate the absolute distance between two points
       * @param {Object} p1 {x, y}
       * @param {Object} p2 {x, y}
       * @param {Array} [props] containing x and y keys
       * @return {Number} distance
       */
      function getDistance(p1, p2, props) {
          if (!props) {
              props = PROPS_XY;
          }
          var x = p2[props[0]] - p1[props[0]],
              y = p2[props[1]] - p1[props[1]];
  
          return Math.sqrt((x * x) + (y * y));
      }
  
      /**
       * calculate the angle between two coordinates
       * @param {Object} p1
       * @param {Object} p2
       * @param {Array} [props] containing x and y keys
       * @return {Number} angle
       */
      function getAngle(p1, p2, props) {
          if (!props) {
              props = PROPS_XY;
          }
          var x = p2[props[0]] - p1[props[0]],
              y = p2[props[1]] - p1[props[1]];
          return Math.atan2(y, x) * 180 / Math.PI;
      }
  
      /**
       * calculate the rotation degrees between two pointersets
       * @param {Array} start array of pointers
       * @param {Array} end array of pointers
       * @return {Number} rotation
       */
      function getRotation(start, end) {
          return getAngle(end[1], end[0], PROPS_CLIENT_XY) - getAngle(start[1], start[0], PROPS_CLIENT_XY);
      }
  
      /**
       * calculate the scale factor between two pointersets
       * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out
       * @param {Array} start array of pointers
       * @param {Array} end array of pointers
       * @return {Number} scale
       */
      function getScale(start, end) {
          return getDistance(end[0], end[1], PROPS_CLIENT_XY) / getDistance(start[0], start[1], PROPS_CLIENT_XY);
      }
  
      var MOUSE_INPUT_MAP = {
          mousedown: INPUT_START,
          mousemove: INPUT_MOVE,
          mouseup: INPUT_END
      };
  
      var MOUSE_ELEMENT_EVENTS = 'mousedown';
      var MOUSE_WINDOW_EVENTS = 'mousemove mouseup';
  
      /**
       * Mouse events input
       * @constructor
       * @extends Input
       */
      function MouseInput() {
          this.evEl = MOUSE_ELEMENT_EVENTS;
          this.evWin = MOUSE_WINDOW_EVENTS;
  
          this.allow = true; // used by Input.TouchMouse to disable mouse events
          this.pressed = false; // mousedown state
  
          Input.apply(this, arguments);
      }
  
      inherit(MouseInput, Input, {
          /**
           * handle mouse events
           * @param {Object} ev
           */
          handler: function MEhandler(ev) {
              var eventType = MOUSE_INPUT_MAP[ev.type];
  
              // on start we want to have the left mouse button down
              if (eventType & INPUT_START && ev.button === 0) {
                  this.pressed = true;
              }
  
              if (eventType & INPUT_MOVE && ev.which !== 1) {
                  eventType = INPUT_END;
              }
  
              // mouse must be down, and mouse events are allowed (see the TouchMouse input)
              if (!this.pressed || !this.allow) {
                  return;
              }
  
              if (eventType & INPUT_END) {
                  this.pressed = false;
              }
  
              this.callback(this.manager, eventType, {
                  pointers: [ev],
                  changedPointers: [ev],
                  pointerType: INPUT_TYPE_MOUSE,
                  srcEvent: ev
              });
          }
      });
  
      var POINTER_INPUT_MAP = {
          pointerdown: INPUT_START,
          pointermove: INPUT_MOVE,
          pointerup: INPUT_END,
          pointercancel: INPUT_CANCEL,
          pointerout: INPUT_CANCEL
      };
  
  // in IE10 the pointer types is defined as an enum
      var IE10_POINTER_TYPE_ENUM = {
          2: INPUT_TYPE_TOUCH,
          3: INPUT_TYPE_PEN,
          4: INPUT_TYPE_MOUSE,
          5: INPUT_TYPE_KINECT // see https://twitter.com/jacobrossi/status/480596438489890816
      };
  
      var POINTER_ELEMENT_EVENTS = 'pointerdown';
      var POINTER_WINDOW_EVENTS = 'pointermove pointerup pointercancel';
  
  // IE10 has prefixed support, and case-sensitive
      if (window.MSPointerEvent) {
          POINTER_ELEMENT_EVENTS = 'MSPointerDown';
          POINTER_WINDOW_EVENTS = 'MSPointerMove MSPointerUp MSPointerCancel';
      }
  
      /**
       * Pointer events input
       * @constructor
       * @extends Input
       */
      function PointerEventInput() {
          this.evEl = POINTER_ELEMENT_EVENTS;
          this.evWin = POINTER_WINDOW_EVENTS;
  
          Input.apply(this, arguments);
  
          this.store = (this.manager.session.pointerEvents = []);
      }
  
      inherit(PointerEventInput, Input, {
          /**
           * handle mouse events
           * @param {Object} ev
           */
          handler: function PEhandler(ev) {
              var store = this.store;
              var removePointer = false;
  
              var eventTypeNormalized = ev.type.toLowerCase().replace('ms', '');
              var eventType = POINTER_INPUT_MAP[eventTypeNormalized];
              var pointerType = IE10_POINTER_TYPE_ENUM[ev.pointerType] || ev.pointerType;
  
              var isTouch = (pointerType == INPUT_TYPE_TOUCH);
  
              // get index of the event in the store
              var storeIndex = inArray(store, ev.pointerId, 'pointerId');
  
              // start and mouse must be down
              if (eventType & INPUT_START && (ev.button === 0 || isTouch)) {
                  if (storeIndex < 0) {
                      store.push(ev);
                      storeIndex = store.length - 1;
                  }
              } else if (eventType & (INPUT_END | INPUT_CANCEL)) {
                  removePointer = true;
              }
  
              // it not found, so the pointer hasn't been down (so it's probably a hover)
              if (storeIndex < 0) {
                  return;
              }
  
              // update the event in the store
              store[storeIndex] = ev;
  
              this.callback(this.manager, eventType, {
                  pointers: store,
                  changedPointers: [ev],
                  pointerType: pointerType,
                  srcEvent: ev
              });
  
              if (removePointer) {
                  // remove from the store
                  store.splice(storeIndex, 1);
              }
          }
      });
  
      var SINGLE_TOUCH_INPUT_MAP = {
          touchstart: INPUT_START,
          touchmove: INPUT_MOVE,
          touchend: INPUT_END,
          touchcancel: INPUT_CANCEL
      };
  
      var SINGLE_TOUCH_TARGET_EVENTS = 'touchstart';
      var SINGLE_TOUCH_WINDOW_EVENTS = 'touchstart touchmove touchend touchcancel';
  
      /**
       * Touch events input
       * @constructor
       * @extends Input
       */
      function SingleTouchInput() {
          this.evTarget = SINGLE_TOUCH_TARGET_EVENTS;
          this.evWin = SINGLE_TOUCH_WINDOW_EVENTS;
          this.started = false;
  
          Input.apply(this, arguments);
      }
  
      inherit(SingleTouchInput, Input, {
          handler: function TEhandler(ev) {
              var type = SINGLE_TOUCH_INPUT_MAP[ev.type];
  
              // should we handle the touch events?
              if (type === INPUT_START) {
                  this.started = true;
              }
  
              if (!this.started) {
                  return;
              }
  
              var touches = normalizeSingleTouches.call(this, ev, type);
  
              // when done, reset the started state
              if (type & (INPUT_END | INPUT_CANCEL) && touches[0].length - touches[1].length === 0) {
                  this.started = false;
              }
  
              this.callback(this.manager, type, {
                  pointers: touches[0],
                  changedPointers: touches[1],
                  pointerType: INPUT_TYPE_TOUCH,
                  srcEvent: ev
              });
          }
      });
  
      /**
       * @this {TouchInput}
       * @param {Object} ev
       * @param {Number} type flag
       * @returns {undefined|Array} [all, changed]
       */
      function normalizeSingleTouches(ev, type) {
          var all = toArray(ev.touches);
          var changed = toArray(ev.changedTouches);
  
          if (type & (INPUT_END | INPUT_CANCEL)) {
              all = uniqueArray(all.concat(changed), 'identifier', true);
          }
  
          return [all, changed];
      }
  
      var TOUCH_INPUT_MAP = {
          touchstart: INPUT_START,
          touchmove: INPUT_MOVE,
          touchend: INPUT_END,
          touchcancel: INPUT_CANCEL
      };
  
      var TOUCH_TARGET_EVENTS = 'touchstart touchmove touchend touchcancel';
  
      /**
       * Multi-user touch events input
       * @constructor
       * @extends Input
       */
      function TouchInput() {
          this.evTarget = TOUCH_TARGET_EVENTS;
          this.targetIds = {};
  
          Input.apply(this, arguments);
      }
  
      inherit(TouchInput, Input, {
          handler: function MTEhandler(ev) {
              var type = TOUCH_INPUT_MAP[ev.type];
              var touches = getTouches.call(this, ev, type);
              if (!touches) {
                  return;
              }
  
              this.callback(this.manager, type, {
                  pointers: touches[0],
                  changedPointers: touches[1],
                  pointerType: INPUT_TYPE_TOUCH,
                  srcEvent: ev
              });
          }
      });
  
      /**
       * @this {TouchInput}
       * @param {Object} ev
       * @param {Number} type flag
       * @returns {undefined|Array} [all, changed]
       */
      function getTouches(ev, type) {
          var allTouches = toArray(ev.touches);
          var targetIds = this.targetIds;
  
          // when there is only one touch, the process can be simplified
          if (type & (INPUT_START | INPUT_MOVE) && allTouches.length === 1) {
              targetIds[allTouches[0].identifier] = true;
              return [allTouches, allTouches];
          }
  
          var i,
              targetTouches,
              changedTouches = toArray(ev.changedTouches),
              changedTargetTouches = [],
              target = this.target;
  
          // get target touches from touches
          targetTouches = allTouches.filter(function (touch) {
              return hasParent(touch.target, target);
          });
  
          // collect touches
          if (type === INPUT_START) {
              i = 0;
              while (i < targetTouches.length) {
                  targetIds[targetTouches[i].identifier] = true;
                  i++;
              }
          }
  
          // filter changed touches to only contain touches that exist in the collected target ids
          i = 0;
          while (i < changedTouches.length) {
              if (targetIds[changedTouches[i].identifier]) {
                  changedTargetTouches.push(changedTouches[i]);
              }
  
              // cleanup removed touches
              if (type & (INPUT_END | INPUT_CANCEL)) {
                  delete targetIds[changedTouches[i].identifier];
              }
              i++;
          }
  
          if (!changedTargetTouches.length) {
              return;
          }
  
          return [
              // merge targetTouches with changedTargetTouches so it contains ALL touches, including 'end' and 'cancel'
              uniqueArray(targetTouches.concat(changedTargetTouches), 'identifier', true),
              changedTargetTouches
          ];
      }
  
      /**
       * Combined touch and mouse input
       *
       * Touch has a higher priority then mouse, and while touching no mouse events are allowed.
       * This because touch devices also emit mouse events while doing a touch.
       *
       * @constructor
       * @extends Input
       */
      function TouchMouseInput() {
          Input.apply(this, arguments);
  
          var handler = bindFn(this.handler, this);
          this.touch = new TouchInput(this.manager, handler);
          this.mouse = new MouseInput(this.manager, handler);
      }
  
      inherit(TouchMouseInput, Input, {
          /**
           * handle mouse and touch events
           * @param {Hammer} manager
           * @param {String} inputEvent
           * @param {Object} inputData
           */
          handler: function TMEhandler(manager, inputEvent, inputData) {
              var isTouch = (inputData.pointerType == INPUT_TYPE_TOUCH),
                  isMouse = (inputData.pointerType == INPUT_TYPE_MOUSE);
  
              // when we're in a touch event, so  block all upcoming mouse events
              // most mobile browser also emit mouseevents, right after touchstart
              if (isTouch) {
                  this.mouse.allow = false;
              } else if (isMouse && !this.mouse.allow) {
                  return;
              }
  
              // reset the allowMouse when we're done
              if (inputEvent & (INPUT_END | INPUT_CANCEL)) {
                  this.mouse.allow = true;
              }
  
              this.callback(manager, inputEvent, inputData);
          },
  
          /**
           * remove the event listeners
           */
          destroy: function destroy() {
              this.touch.destroy();
              this.mouse.destroy();
          }
      });
  
      var PREFIXED_TOUCH_ACTION = prefixed(TEST_ELEMENT.style, 'touchAction');
      var NATIVE_TOUCH_ACTION = PREFIXED_TOUCH_ACTION !== undefined;
  
  // magical touchAction value
      var TOUCH_ACTION_COMPUTE = 'compute';
      var TOUCH_ACTION_AUTO = 'auto';
      var TOUCH_ACTION_MANIPULATION = 'manipulation'; // not implemented
      var TOUCH_ACTION_NONE = 'none';
      var TOUCH_ACTION_PAN_X = 'pan-x';
      var TOUCH_ACTION_PAN_Y = 'pan-y';
  
      /**
       * Touch Action
       * sets the touchAction property or uses the js alternative
       * @param {Manager} manager
       * @param {String} value
       * @constructor
       */
      function TouchAction(manager, value) {
          this.manager = manager;
          this.set(value);
      }
  
      TouchAction.prototype = {
          /**
           * set the touchAction value on the element or enable the polyfill
           * @param {String} value
           */
          set: function (value) {
              // find out the touch-action by the event handlers
              if (value == TOUCH_ACTION_COMPUTE) {
                  value = this.compute();
              }
  
              if (NATIVE_TOUCH_ACTION) {
                  this.manager.element.style[PREFIXED_TOUCH_ACTION] = value;
              }
              this.actions = value.toLowerCase().trim();
          },
  
          /**
           * just re-set the touchAction value
           */
          update: function () {
              this.set(this.manager.options.touchAction);
          },
  
          /**
           * compute the value for the touchAction property based on the recognizer's settings
           * @returns {String} value
           */
          compute: function () {
              var actions = [];
              each(this.manager.recognizers, function (recognizer) {
                  if (boolOrFn(recognizer.options.enable, [recognizer])) {
                      actions = actions.concat(recognizer.getTouchAction());
                  }
              });
              return cleanTouchActions(actions.join(' '));
          },
  
          /**
           * this method is called on each input cycle and provides the preventing of the browser behavior
           * @param {Object} input
           */
          preventDefaults: function (input) {
              // not needed with native support for the touchAction property
              if (NATIVE_TOUCH_ACTION) {
                  return;
              }
  
              var srcEvent = input.srcEvent;
              var direction = input.offsetDirection;
  
              // if the touch action did prevented once this session
              if (this.manager.session.prevented) {
                  srcEvent.preventDefault();
                  return;
              }
  
              var actions = this.actions;
              var hasNone = inStr(actions, TOUCH_ACTION_NONE);
              var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);
              var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);
  
              if (hasNone ||
                  (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);
  
          // pan-x and pan-y can be combined
          if (hasPanX && hasPanY) {
              return TOUCH_ACTION_PAN_X + ' ' + TOUCH_ACTION_PAN_Y;
          }
  
          // pan-x OR pan-y
          if (hasPanX || hasPanY) {
              return hasPanX ? TOUCH_ACTION_PAN_X : TOUCH_ACTION_PAN_Y;
          }
  
          // manipulation
          if (inStr(actions, TOUCH_ACTION_MANIPULATION)) {
              return TOUCH_ACTION_MANIPULATION;
          }
  
          return TOUCH_ACTION_AUTO;
      }
  
      /**
       * Recognizer flow explained; *
       * All recognizers have the initial state of POSSIBLE when a input session starts.
       * The definition of a input session is from the first input until the last input, with all it's movement in it. *
       * Example session for mouse-input: mousedown -> mousemove -> mouseup
       *
       * On each recognizing cycle (see Manager.recognize) the .recognize() method is executed
       * which determines with state it should be.
       *
       * If the recognizer has the state FAILED, CANCELLED or RECOGNIZED (equals ENDED), it is reset to
       * POSSIBLE to give it another change on the next cycle.
       *
       *               Possible
       *                  |
       *            +-----+---------------+
       *            |                     |
       *      +-----+-----+               |
       *      |           |               |
       *   Failed      Cancelled          |
       *                          +-------+------+
       *                          |              |
       *                      Recognized       Began
       *                                         |
       *                                      Changed
       *                                         |
       *                                  Ended/Recognized
       */
      var STATE_POSSIBLE = 1;
      var STATE_BEGAN = 2;
      var STATE_CHANGED = 4;
      var STATE_ENDED = 8;
      var STATE_RECOGNIZED = STATE_ENDED;
      var STATE_CANCELLED = 16;
      var STATE_FAILED = 32;
  
      /**
       * Recognizer
       * Every recognizer needs to extend from this class.
       * @constructor
       * @param {Object} options
       */
      function Recognizer(options) {
          this.id = uniqueId();
  
          this.manager = null;
          this.options = merge(options || {}, this.defaults);
  
          // 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) {
              extend(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(withState) {
                  self.manager.emit(self.options.event + (withState ? stateStr(state) : ''), input);
              }
  
              // 'panstart' and 'panmove'
              if (state < STATE_ENDED) {
                  emit(true);
              }
  
              emit(); // simple 'eventName' events
  
              // panend and pancancel
              if (state >= STATE_ENDED) {
                  emit(true);
              }
          },
  
          /**
           * 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 = extend({}, 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) {
                  this.manager.emit(this.options.event + direction, input);
              }
  
              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) {
              this._super.emit.call(this, input);
              if (input.scale !== 1) {
                  var inOut = input.scale < 1 ? 'in' : 'out';
                  this.manager.emit(this.options.event + inOut, 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: 500, // minimal time of the pointer to be pressed
              threshold: 5 // 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: 0.65,
              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.velocity;
              } else if (direction & DIRECTION_HORIZONTAL) {
                  velocity = input.velocityX;
              } else if (direction & DIRECTION_VERTICAL) {
                  velocity = input.velocityY;
              }
  
              return this._super.attrTest.call(this, input) &&
                  direction & input.direction &&
                  input.distance > this.options.threshold &&
                  abs(velocity) > this.options.velocity && input.eventType & INPUT_END;
          },
  
          emit: function (input) {
              var direction = directionStr(input.direction);
              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: 2, // 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 an 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 = '2.0.4';
  
      /**
       * 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) {
          options = options || {};
  
          this.options = merge(options, Hammer.defaults);
          this.options.inputTarget = this.options.inputTarget || element;
  
          this.handlers = {};
          this.session = {};
          this.recognizers = [];
  
          this.element = element;
          this.input = createInputInstance(this);
          this.touchAction = new TouchAction(this, this.options.touchAction);
  
          toggleCssProps(this, true);
  
          each(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) {
              extend(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;
              }
  
              var recognizers = this.recognizers;
              recognizer = this.get(recognizer);
              recognizers.splice(inArray(recognizers, recognizer), 1);
  
              this.touchAction.update();
              return this;
          },
  
          /**
           * bind event
           * @param {String} events
           * @param {Function} handler
           * @returns {EventEmitter} this
           */
          on: function (events, handler) {
              var handlers = this.handlers;
              each(splitStr(events), function (event) {
                  handlers[event] = handlers[event] || [];
                  handlers[event].push(handler);
              });
              return this;
          },
  
          /**
           * unbind event, leave emit blank to remove all handlers
           * @param {String} events
           * @param {Function} [handler]
           * @returns {EventEmitter} this
           */
          off: function (events, handler) {
              var handlers = this.handlers;
              each(splitStr(events), function (event) {
                  if (!handler) {
                      delete handlers[event];
                  } else {
                      handlers[event].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;
          each(manager.options.cssProps, function (value, name) {
              element.style[prefixed(element.style, name)] = add ? value : '';
          });
      }
  
      /**
       * trigger dom event
       * @param {String} event
       * @param {Object} data
       */
      function triggerDomEvent(event, data) {
          var gestureEvent = document.createEvent('Event');
          gestureEvent.initEvent(event, true, true);
          gestureEvent.gesture = data;
          data.target.dispatchEvent(gestureEvent);
      }
  
      extend(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,
          inherit: inherit,
          bindFn: bindFn,
          prefixed: prefixed
      });
  
      if (typeof define == TYPE_FUNCTION && define.amd) {
          define(function () {
              return Hammer;
          });
      } else if (typeof module != 'undefined' && module.exports) {
          module.exports = Hammer;
      } else {
          window[exportName] = Hammer;
      }
  
  })(window, document, 'Hammer');
  
  // jquery.hammer.js
  // This jQuery plugin is just a small wrapper around the Hammer() class.
  // It also extends the Manager.emit method by triggering jQuery events.
  // $(element).hammer(options).bind("pan", myPanHandler);
  // The Hammer instance is stored at $element.data("hammer").
  // https://github.com/hammerjs/jquery.hammer.js
  
  (function ($, Hammer) {
      function hammerify(el, options) {
          var $el = $(el);
          if (!$el.data('hammer')) {
              $el.data('hammer', new Hammer($el[0], options));
          }
      }
  
      $.fn.hammer = function (options) {
          return this.each(function () {
              hammerify(this, options);
          });
      };
  
      // extend the emit method to also trigger jQuery events
      Hammer.Manager.prototype.emit = (function (originalEmit) {
          return function (type, data) {
              originalEmit.call(this, type, data);
              $(this.element).trigger({
                  type: type,
                  gesture: data
              });
          };
      })(Hammer.Manager.prototype.emit);
  })($, Hammer);