text: /**
   * @license AngularJS v1.1.5
   * (c) 2010-2012 Google, Inc. http://angularjs.org
   * License: MIT
   */
  (function(window, angular, undefined) {
  'use strict';
  
  /**
   * @ngdoc overview
   * @name ngMobile
   * @description
   * Touch events and other mobile helpers.
   * Based on jQuery Mobile touch event handling (jquerymobile.com)
   */
  
  // define ngMobile module
  var ngMobile = angular.module('ngMobile', []);
  
  /**
   * @ngdoc directive
   * @name ngMobile.directive:ngClick
   *
   * @description
   * A more powerful replacement for the default ngClick designed to be used on touchscreen
   * devices. Most mobile browsers wait about 300ms after a tap-and-release before sending
   * the click event. This version handles them immediately, and then prevents the
   * following click event from propagating.
   *
   * This directive can fall back to using an ordinary click event, and so works on desktop
   * browsers as well as mobile.
   *
   * This directive also sets the CSS class `ng-click-active` while the element is being held
   * down (by a mouse click or touch) so you can restyle the depressed element if you wish.
   *
   * @element ANY
   * @param {expression} ngClick {@link guide/expression Expression} to evaluate
   * upon tap. (Event object is available as `$event`)
   *
   * @example
      <doc:example>
        <doc:source>
          <button ng-click="count = count + 1" ng-init="count=0">
            Increment
          </button>
          count: {{ count }}
        </doc:source>
      </doc:example>
   */
  
  ngMobile.config(['$provide', function($provide) {
    $provide.decorator('ngClickDirective', ['$delegate', function($delegate) {
      // drop the default ngClick directive
      $delegate.shift();
      return $delegate;
    }]);
  }]);
  
  ngMobile.directive('ngClick', ['$parse', '$timeout', '$rootElement',
      function($parse, $timeout, $rootElement) {
    var TAP_DURATION = 750; // Shorter than 750ms is a tap, longer is a taphold or drag.
    var MOVE_TOLERANCE = 12; // 12px seems to work in most mobile browsers.
    var PREVENT_DURATION = 2500; // 2.5 seconds maximum from preventGhostClick call to click
    var CLICKBUSTER_THRESHOLD = 25; // 25 pixels in any dimension is the limit for busting clicks.
  
    var ACTIVE_CLASS_NAME = 'ng-click-active';
    var lastPreventedTime;
    var touchCoordinates;
  
  
    // TAP EVENTS AND GHOST CLICKS
    //
    // Why tap events?
    // Mobile browsers detect a tap, then wait a moment (usually ~300ms) to see if you're
    // double-tapping, and then fire a click event.
    //
    // This delay sucks and makes mobile apps feel unresponsive.
    // So we detect touchstart, touchmove, touchcancel and touchend ourselves and determine when
    // the user has tapped on something.
    //
    // What happens when the browser then generates a click event?
    // The browser, of course, also detects the tap and fires a click after a delay. This results in
    // tapping/clicking twice. So we do "clickbusting" to prevent it.
    //
    // How does it work?
    // We attach global touchstart and click handlers, that run during the capture (early) phase.
    // So the sequence for a tap is:
    // - global touchstart: Sets an "allowable region" at the point touched.
    // - element's touchstart: Starts a touch
    // (- touchmove or touchcancel ends the touch, no click follows)
    // - element's touchend: Determines if the tap is valid (didn't move too far away, didn't hold
    //   too long) and fires the user's tap handler. The touchend also calls preventGhostClick().
    // - preventGhostClick() removes the allowable region the global touchstart created.
    // - The browser generates a click event.
    // - The global click handler catches the click, and checks whether it was in an allowable region.
    //     - If preventGhostClick was called, the region will have been removed, the click is busted.
    //     - If the region is still there, the click proceeds normally. Therefore clicks on links and
    //       other elements without ngTap on them work normally.
    //
    // This is an ugly, terrible hack!
    // Yeah, tell me about it. The alternatives are using the slow click events, or making our users
    // deal with the ghost clicks, so I consider this the least of evils. Fortunately Angular
    // encapsulates this ugly logic away from the user.
    //
    // Why not just put click handlers on the element?
    // We do that too, just to be sure. The problem is that the tap event might have caused the DOM
    // to change, so that the click fires in the same position but something else is there now. So
    // the handlers are global and care only about coordinates and not elements.
  
    // Checks if the coordinates are close enough to be within the region.
    function hit(x1, y1, x2, y2) {
      return Math.abs(x1 - x2) < CLICKBUSTER_THRESHOLD && Math.abs(y1 - y2) < CLICKBUSTER_THRESHOLD;
    }
  
    // Checks a list of allowable regions against a click location.
    // Returns true if the click should be allowed.
    // Splices out the allowable region from the list after it has been used.
    function checkAllowableRegions(touchCoordinates, x, y) {
      for (var i = 0; i < touchCoordinates.length; i += 2) {
        if (hit(touchCoordinates[i], touchCoordinates[i+1], x, y)) {
          touchCoordinates.splice(i, i + 2);
          return true; // allowable region
        }
      }
      return false; // No allowable region; bust it.
    }
  
    // Global click handler that prevents the click if it's in a bustable zone and preventGhostClick
    // was called recently.
    function onClick(event) {
      if (Date.now() - lastPreventedTime > PREVENT_DURATION) {
        return; // Too old.
      }
  
      var touches = event.touches && event.touches.length ? event.touches : [event];
      var x = touches[0].clientX;
      var y = touches[0].clientY;
      // Work around desktop Webkit quirk where clicking a label will fire two clicks (on the label
      // and on the input element). Depending on the exact browser, this second click we don't want
      // to bust has either (0,0) or negative coordinates.
      if (x < 1 && y < 1) {
        return; // offscreen
      }
  
      // Look for an allowable region containing this click.
      // If we find one, that means it was created by touchstart and not removed by
      // preventGhostClick, so we don't bust it.
      if (checkAllowableRegions(touchCoordinates, x, y)) {
        return;
      }
  
      // If we didn't find an allowable region, bust the click.
      event.stopPropagation();
      event.preventDefault();
    }
  
  
    // Global touchstart handler that creates an allowable region for a click event.
    // This allowable region can be removed by preventGhostClick if we want to bust it.
    function onTouchStart(event) {
      var touches = event.touches && event.touches.length ? event.touches : [event];
      var x = touches[0].clientX;
      var y = touches[0].clientY;
      touchCoordinates.push(x, y);
  
      $timeout(function() {
        // Remove the allowable region.
        for (var i = 0; i < touchCoordinates.length; i += 2) {
          if (touchCoordinates[i] == x && touchCoordinates[i+1] == y) {
            touchCoordinates.splice(i, i + 2);
            return;
          }
        }
      }, PREVENT_DURATION, false);
    }
  
    // On the first call, attaches some event handlers. Then whenever it gets called, it creates a
    // zone around the touchstart where clicks will get busted.
    function preventGhostClick(x, y) {
      if (!touchCoordinates) {
        $rootElement[0].addEventListener('click', onClick, true);
        $rootElement[0].addEventListener('touchstart', onTouchStart, true);
        touchCoordinates = [];
      }
  
      lastPreventedTime = Date.now();
  
      checkAllowableRegions(touchCoordinates, x, y);
    }
  
    // Actual linking function.
    return function(scope, element, attr) {
      var clickHandler = $parse(attr.ngClick),
          tapping = false,
          tapElement,  // Used to blur the element after a tap.
          startTime,   // Used to check if the tap was held too long.
          touchStartX,
          touchStartY;
  
      function resetState() {
        tapping = false;
        element.removeClass(ACTIVE_CLASS_NAME);
      }
  
      element.bind('touchstart', function(event) {
        tapping = true;
        tapElement = event.target ? event.target : event.srcElement; // IE uses srcElement.
        // Hack for Safari, which can target text nodes instead of containers.
        if(tapElement.nodeType == 3) {
          tapElement = tapElement.parentNode;
        }
  
        element.addClass(ACTIVE_CLASS_NAME);
  
        startTime = Date.now();
  
        var touches = event.touches && event.touches.length ? event.touches : [event];
        var e = touches[0].originalEvent || touches[0];
        touchStartX = e.clientX;
        touchStartY = e.clientY;
      });
  
      element.bind('touchmove', function(event) {
        resetState();
      });
  
      element.bind('touchcancel', function(event) {
        resetState();
      });
  
      element.bind('touchend', function(event) {
        var diff = Date.now() - startTime;
  
        var touches = (event.changedTouches && event.changedTouches.length) ? event.changedTouches :
            ((event.touches && event.touches.length) ? event.touches : [event]);
        var e = touches[0].originalEvent || touches[0];
        var x = e.clientX;
        var y = e.clientY;
        var dist = Math.sqrt( Math.pow(x - touchStartX, 2) + Math.pow(y - touchStartY, 2) );
  
        if (tapping && diff < TAP_DURATION && dist < MOVE_TOLERANCE) {
          // Call preventGhostClick so the clickbuster will catch the corresponding click.
          preventGhostClick(x, y);
  
          // Blur the focused element (the button, probably) before firing the callback.
          // This doesn't work perfectly on Android Chrome, but seems to work elsewhere.
          // I couldn't get anything to work reliably on Android Chrome.
          if (tapElement) {
            tapElement.blur();
          }
  
          scope.$apply(function() {
            // TODO(braden): This is sending the touchend, not a tap or click. Is that kosher?
            clickHandler(scope, {$event: event});
          });
        }
  
        resetState();
      });
  
      // Hack for iOS Safari's benefit. It goes searching for onclick handlers and is liable to click
      // something else nearby.
      element.onclick = function(event) { };
  
      // Fallback click handler.
      // Busted clicks don't get this far, and adding this handler allows ng-tap to be used on
      // desktop as well, to allow more portable sites.
      element.bind('click', function(event) {
        scope.$apply(function() {
          clickHandler(scope, {$event: event});
        });
      });
  
  /*
      element.bind('mousedown', function(event) {
        element.addClass(ACTIVE_CLASS_NAME);
      });
  
      element.bind('mousemove mouseup', function(event) {
        element.removeClass(ACTIVE_CLASS_NAME);
      });
  */
  
    };
  }]);
  
  /**
   * @ngdoc directive
   * @name ngMobile.directive:ngSwipeLeft
   *
   * @description
   * Specify custom behavior when an element is swiped to the left on a touchscreen device.
   * A leftward swipe is a quick, right-to-left slide of the finger.
   * Though ngSwipeLeft is designed for touch-based devices, it will work with a mouse click and drag too.
   *
   *                  [well, it did until we disabled that feature to avoid problems with selecting text]
   *
   * @element ANY
   * @param {expression} ngSwipeLeft {@link guide/expression Expression} to evaluate
   * upon left swipe. (Event object is available as `$event`)
   *
   * @example
      <doc:example>
        <doc:source>
          <div ng-show="!showActions" ng-swipe-left="showActions = true">
            Some list content, like an email in the inbox
          </div>
          <div ng-show="showActions" ng-swipe-right="showActions = false">
            <button ng-click="reply()">Reply</button>
            <button ng-click="delete()">Delete</button>
          </div>
        </doc:source>
      </doc:example>
   */
  
  /**
   * @ngdoc directive
   * @name ngMobile.directive:ngSwipeRight
   *
   * @description
   * Specify custom behavior when an element is swiped to the right on a touchscreen device.
   * A rightward swipe is a quick, left-to-right slide of the finger.
   * Though ngSwipeRight is designed for touch-based devices, it will work with a mouse click and drag too.
   *
   * @element ANY
   * @param {expression} ngSwipeRight {@link guide/expression Expression} to evaluate
   * upon right swipe. (Event object is available as `$event`)
   *
   * @example
      <doc:example>
        <doc:source>
          <div ng-show="!showActions" ng-swipe-left="showActions = true">
            Some list content, like an email in the inbox
          </div>
          <div ng-show="showActions" ng-swipe-right="showActions = false">
            <button ng-click="reply()">Reply</button>
            <button ng-click="delete()">Delete</button>
          </div>
        </doc:source>
      </doc:example>
   */
  
  function makeSwipeDirective(directiveName, direction) {
    ngMobile.directive(directiveName, ['$parse', function($parse) {
      // The maximum vertical delta for a swipe should be less than 75px.
      var MAX_VERTICAL_DISTANCE = 75;
      // Vertical distance should not be more than a fraction of the horizontal distance.
      var MAX_VERTICAL_RATIO = 0.3;
      // At least a 30px lateral motion is necessary for a swipe.
      var MIN_HORIZONTAL_DISTANCE = 30;
      // The total distance in any direction before we make the call on swipe vs. scroll.
      var MOVE_BUFFER_RADIUS = 10;
  
      function getCoordinates(event) {
        var touches = event.touches && event.touches.length ? event.touches : [event];
        var e = (event.changedTouches && event.changedTouches[0]) ||
            (event.originalEvent && event.originalEvent.changedTouches &&
                event.originalEvent.changedTouches[0]) ||
            touches[0].originalEvent || touches[0];
  
        return {
          x: e.clientX,
          y: e.clientY
        };
      }
  
      return function(scope, element, attr) {
        var swipeHandler = $parse(attr[directiveName]);
        var startCoords, valid;
        var totalX, totalY;
        var lastX, lastY;
  
        function validSwipe(event) {
          // Check that it's within the coordinates.
          // Absolute vertical distance must be within tolerances.
          // Horizontal distance, we take the current X - the starting X.
          // This is negative for leftward swipes and positive for rightward swipes.
          // After multiplying by the direction (-1 for left, +1 for right), legal swipes
          // (ie. same direction as the directive wants) will have a positive delta and
          // illegal ones a negative delta.
          // Therefore this delta must be positive, and larger than the minimum.
          if (!startCoords) return false;
          var coords = getCoordinates(event);
          var deltaY = Math.abs(coords.y - startCoords.y);
          var deltaX = (coords.x - startCoords.x) * direction;
          return valid && // Short circuit for already-invalidated swipes.
              deltaY < MAX_VERTICAL_DISTANCE &&
              deltaX > 0 &&
              deltaX > MIN_HORIZONTAL_DISTANCE &&
              deltaY / deltaX < MAX_VERTICAL_RATIO;
        }
  
        element.bind('touchstart', function(event) {
          startCoords = getCoordinates(event);
          valid = true;
          totalX = 0;
          totalY = 0;
          lastX = startCoords.x;
          lastY = startCoords.y;
        });
  
        element.bind('touchcancel', function(event) {
          valid = false;
        });
  
        element.bind('touchmove', function(event) {
          if (!valid) return;
  
          // Android will send a touchcancel if it thinks we're starting to scroll.
          // So when the total distance (+ or - or both) exceeds 10px in either direction,
          // we either:
          // - On totalX > totalY, we send preventDefault() and treat this as a swipe.
          // - On totalY > totalX, we let the browser handle it as a scroll.
  
          // Invalidate a touch while it's in progress if it strays too far away vertically.
          // We don't want a scroll down and back up while drifting sideways to be a swipe just
          // because you happened to end up vertically close in the end.
          if (!startCoords) return;
          var coords = getCoordinates(event);
  
          if (Math.abs(coords.y - startCoords.y) > MAX_VERTICAL_DISTANCE) {
            valid = false;
            return;
          }
  
          totalX += Math.abs(coords.x - lastX);
          totalY += Math.abs(coords.y - lastY);
  
          lastX = coords.x;
          lastY = coords.y;
  
          if (totalX < MOVE_BUFFER_RADIUS && totalY < MOVE_BUFFER_RADIUS) {
            return;
          }
  
          // One of totalX or totalY has exceeded the buffer, so decide on swipe vs. scroll.
          if (totalY > totalX) {
            valid = false;
            return;
          } else {
            event.preventDefault();
          }
        });
  
        element.bind('touchend', function(event) {
          if (validSwipe(event)) {
            // Prevent this swipe from bubbling up to any other elements with ngSwipes.
            event.stopPropagation();
            scope.$apply(function() {
              swipeHandler(scope, {$event:event});
            });
          }
        });
      };
    }]);
  }
  
  // Left is negative X-coordinate, right is positive.
  makeSwipeDirective('ngSwipeLeft', -1);
  makeSwipeDirective('ngSwipeRight', 1);
  
  
  
  })(window, window.angular);
  