text: /*! Hammer.JS - v2.0.7 - 2016-04-22
   * 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 = '2.0.7';
  
    /**
     * 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');