Fix Hammer.js, so it uses screen coords instead of client coords
authorLanius Trolling <lanius@laniustrolling.dev>
Sun, 17 Dec 2023 15:00:43 +0000 (10:00 -0500)
committerLanius Trolling <lanius@laniustrolling.dev>
Sun, 17 Dec 2023 15:00:43 +0000 (10:00 -0500)
src/main/kotlin/info/mechyrdia/lore/view_map.kt
src/main/resources/static/obj-viewer/hammer.min.js [deleted file]
src/main/resources/static/obj-viewer/hammer.modified.js [new file with mode: 0644]

index 91ee00318a214ff68a7eab9ac7009693b6300608..6b5af0137cd62e98d1ac262ae1a3a4b8c9a729ce 100644 (file)
@@ -30,7 +30,7 @@ fun ApplicationCall.galaxyMapPage(): HTML.() -> Unit {
                        
                        script(src = "/static/obj-viewer/three.js") {}
                        script(src = "/static/obj-viewer/three-examples.js") {}
-                       script(src = "/static/obj-viewer/hammer.min.js") {}
+                       script(src = "/static/obj-viewer/hammer.modified.js") {}
                        
                        link(rel = "icon", type = "image/svg+xml", href = "/static/images/icon.png")
                        
diff --git a/src/main/resources/static/obj-viewer/hammer.min.js b/src/main/resources/static/obj-viewer/hammer.min.js
deleted file mode 100644 (file)
index 94b653d..0000000
+++ /dev/null
@@ -1,6 +0,0 @@
-/*! Hammer.JS - v2.0.8 - 2016-04-23
- * http://hammerjs.github.io/
- *
- * Copyright (c) 2016 Jorik Tangelder;
- * Licensed under the MIT license */
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\ No newline at end of file
diff --git a/src/main/resources/static/obj-viewer/hammer.modified.js b/src/main/resources/static/obj-viewer/hammer.modified.js
new file mode 100644 (file)
index 0000000..fcbf3bc
--- /dev/null
@@ -0,0 +1,2643 @@
+/*! Hammer.JS - v2.0.8 - 2016-04-23
+ * http://hammerjs.github.io/
+ *
+ * Copyright (c) 2016 Jorik Tangelder;
+ * Licensed under the MIT license */
+(function(window, document, exportName, undefined) {
+       'use strict';
+
+       var VENDOR_PREFIXES = ['', 'webkit', 'Moz', 'MS', 'ms', 'o'];
+       var TEST_ELEMENT = document.createElement('div');
+
+       var TYPE_FUNCTION = 'function';
+
+       var round = Math.round;
+       var abs = Math.abs;
+       var now = Date.now;
+
+       /**
+        * set a timeout with a given scope
+        * @param {Function} fn
+        * @param {Number} timeout
+        * @param {Object} context
+        * @returns {number}
+        */
+       function setTimeoutContext(fn, timeout, context) {
+               return setTimeout(bindFn(fn, context), timeout);
+       }
+
+       /**
+        * if the argument is an array, we want to execute the fn on each entry
+        * if it aint an array we don't want to do a thing.
+        * this is used by all the methods that accept a single and array argument.
+        * @param {*|Array} arg
+        * @param {String} fn
+        * @param {Object} [context]
+        * @returns {Boolean}
+        */
+       function invokeArrayArg(arg, fn, context) {
+               if (Array.isArray(arg)) {
+                       each(arg, context[fn], context);
+                       return true;
+               }
+               return false;
+       }
+
+       /**
+        * walk objects and arrays
+        * @param {Object} obj
+        * @param {Function} iterator
+        * @param {Object} context
+        */
+       function each(obj, iterator, context) {
+               var i;
+
+               if (!obj) {
+                       return;
+               }
+
+               if (obj.forEach) {
+                       obj.forEach(iterator, context);
+               } else if (obj.length !== undefined) {
+                       i = 0;
+                       while (i < obj.length) {
+                               iterator.call(context, obj[i], i, obj);
+                               i++;
+                       }
+               } else {
+                       for (i in obj) {
+                               obj.hasOwnProperty(i) && iterator.call(context, obj[i], i, obj);
+                       }
+               }
+       }
+
+       /**
+        * wrap a method with a deprecation warning and stack trace
+        * @param {Function} method
+        * @param {String} name
+        * @param {String} message
+        * @returns {Function} A new function wrapping the supplied method.
+        */
+       function deprecate(method, name, message) {
+               var deprecationMessage = 'DEPRECATED METHOD: ' + name + '\n' + message + ' AT \n';
+               return function() {
+                       var e = new Error('get-stack-trace');
+                       var stack = e && e.stack ? e.stack.replace(/^[^\(]+?[\n$]/gm, '')
+                               .replace(/^\s+at\s+/gm, '')
+                               .replace(/^Object.<anonymous>\s*\(/gm, '{anonymous}()@') : 'Unknown Stack Trace';
+
+                       var log = window.console && (window.console.warn || window.console.log);
+                       if (log) {
+                               log.call(window.console, deprecationMessage, stack);
+                       }
+                       return method.apply(this, arguments);
+               };
+       }
+
+       /**
+        * extend object.
+        * means that properties in dest will be overwritten by the ones in src.
+        * @param {Object} target
+        * @param {...Object} objects_to_assign
+        * @returns {Object} target
+        */
+       var assign;
+       if (typeof Object.assign !== 'function') {
+               assign = function assign(target) {
+                       if (target === undefined || target === null) {
+                               throw new TypeError('Cannot convert undefined or null to object');
+                       }
+
+                       var output = Object(target);
+                       for (var index = 1; index < arguments.length; index++) {
+                               var source = arguments[index];
+                               if (source !== undefined && source !== null) {
+                                       for (var nextKey in source) {
+                                               if (source.hasOwnProperty(nextKey)) {
+                                                       output[nextKey] = source[nextKey];
+                                               }
+                                       }
+                               }
+                       }
+                       return output;
+               };
+       } else {
+               assign = Object.assign;
+       }
+
+       /**
+        * extend object.
+        * means that properties in dest will be overwritten by the ones in src.
+        * @param {Object} dest
+        * @param {Object} src
+        * @param {Boolean} [merge=false]
+        * @returns {Object} dest
+        */
+       var extend = deprecate(function extend(dest, src, merge) {
+               var keys = Object.keys(src);
+               var i = 0;
+               while (i < keys.length) {
+                       if (!merge || (merge && dest[keys[i]] === undefined)) {
+                               dest[keys[i]] = src[keys[i]];
+                       }
+                       i++;
+               }
+               return dest;
+       }, 'extend', 'Use `assign`.');
+
+       /**
+        * merge the values from src in the dest.
+        * means that properties that exist in dest will not be overwritten by src
+        * @param {Object} dest
+        * @param {Object} src
+        * @returns {Object} dest
+        */
+       var merge = deprecate(function merge(dest, src) {
+               return extend(dest, src, true);
+       }, 'merge', 'Use `assign`.');
+
+       /**
+        * simple class inheritance
+        * @param {Function} child
+        * @param {Function} base
+        * @param {Object} [properties]
+        */
+       function inherit(child, base, properties) {
+               var baseP = base.prototype,
+                       childP;
+
+               childP = child.prototype = Object.create(baseP);
+               childP.constructor = child;
+               childP._super = baseP;
+
+               if (properties) {
+                       assign(childP, properties);
+               }
+       }
+
+       /**
+        * simple function bind
+        * @param {Function} fn
+        * @param {Object} context
+        * @returns {Function}
+        */
+       function bindFn(fn, context) {
+               return function boundFn() {
+                       return fn.apply(context, arguments);
+               };
+       }
+
+       /**
+        * let a boolean value also be a function that must return a boolean
+        * this first item in args will be used as the context
+        * @param {Boolean|Function} val
+        * @param {Array} [args]
+        * @returns {Boolean}
+        */
+       function boolOrFn(val, args) {
+               if (typeof val == TYPE_FUNCTION) {
+                       return val.apply(args ? args[0] || undefined : undefined, args);
+               }
+               return val;
+       }
+
+       /**
+        * use the val2 when val1 is undefined
+        * @param {*} val1
+        * @param {*} val2
+        * @returns {*}
+        */
+       function ifUndefined(val1, val2) {
+               return (val1 === undefined) ? val2 : val1;
+       }
+
+       /**
+        * addEventListener with multiple events at once
+        * @param {EventTarget} target
+        * @param {String} types
+        * @param {Function} handler
+        */
+       function addEventListeners(target, types, handler) {
+               each(splitStr(types), function(type) {
+                       target.addEventListener(type, handler, false);
+               });
+       }
+
+       /**
+        * removeEventListener with multiple events at once
+        * @param {EventTarget} target
+        * @param {String} types
+        * @param {Function} handler
+        */
+       function removeEventListeners(target, types, handler) {
+               each(splitStr(types), function(type) {
+                       target.removeEventListener(type, handler, false);
+               });
+       }
+
+       /**
+        * find if a node is in the given parent
+        * @method hasParent
+        * @param {HTMLElement} node
+        * @param {HTMLElement} parent
+        * @return {Boolean} found
+        */
+       function hasParent(node, parent) {
+               while (node) {
+                       if (node == parent) {
+                               return true;
+                       }
+                       node = node.parentNode;
+               }
+               return false;
+       }
+
+       /**
+        * small indexOf wrapper
+        * @param {String} str
+        * @param {String} find
+        * @returns {Boolean} found
+        */
+       function inStr(str, find) {
+               return str.indexOf(find) > -1;
+       }
+
+       /**
+        * split string on whitespace
+        * @param {String} str
+        * @returns {Array} words
+        */
+       function splitStr(str) {
+               return str.trim().split(/\s+/g);
+       }
+
+       /**
+        * find if a array contains the object using indexOf or a simple polyFill
+        * @param {Array} src
+        * @param {String} find
+        * @param {String} [findByKey]
+        * @return {Boolean|Number} false when not found, or the index
+        */
+       function inArray(src, find, findByKey) {
+               if (src.indexOf && !findByKey) {
+                       return src.indexOf(find);
+               } else {
+                       var i = 0;
+                       while (i < src.length) {
+                               if ((findByKey && src[i][findByKey] == find) || (!findByKey && src[i] === find)) {
+                                       return i;
+                               }
+                               i++;
+                       }
+                       return -1;
+               }
+       }
+
+       /**
+        * convert array-like objects to real arrays
+        * @param {Object} obj
+        * @returns {Array}
+        */
+       function toArray(obj) {
+               return Array.prototype.slice.call(obj, 0);
+       }
+
+       /**
+        * unique array with objects based on a key (like 'id') or just by the array's value
+        * @param {Array} src [{id:1},{id:2},{id:1}]
+        * @param {String} [key]
+        * @param {Boolean} [sort=False]
+        * @returns {Array} [{id:1},{id:2}]
+        */
+       function uniqueArray(src, key, sort) {
+               var results = [];
+               var values = [];
+               var i = 0;
+
+               while (i < src.length) {
+                       var val = key ? src[i][key] : src[i];
+                       if (inArray(values, val) < 0) {
+                               results.push(src[i]);
+                       }
+                       values[i] = val;
+                       i++;
+               }
+
+               if (sort) {
+                       if (!key) {
+                               results = results.sort();
+                       } else {
+                               results = results.sort(function sortUniqueArray(a, b) {
+                                       return a[key] > b[key];
+                               });
+                       }
+               }
+
+               return results;
+       }
+
+       /**
+        * get the prefixed property
+        * @param {Object} obj
+        * @param {String} property
+        * @returns {String|Undefined} prefixed
+        */
+       function prefixed(obj, property) {
+               var prefix, prop;
+               var camelProp = property[0].toUpperCase() + property.slice(1);
+
+               var i = 0;
+               while (i < VENDOR_PREFIXES.length) {
+                       prefix = VENDOR_PREFIXES[i];
+                       prop = (prefix) ? prefix + camelProp : property;
+
+                       if (prop in obj) {
+                               return prop;
+                       }
+                       i++;
+               }
+               return undefined;
+       }
+
+       /**
+        * get a unique id
+        * @returns {number} uniqueId
+        */
+       var _uniqueId = 1;
+       function uniqueId() {
+               return _uniqueId++;
+       }
+
+       /**
+        * get the window object of an element
+        * @param {HTMLElement} element
+        * @returns {DocumentView|Window}
+        */
+       function getWindowForElement(element) {
+               var doc = element.ownerDocument || element;
+               return (doc.defaultView || doc.parentWindow || window);
+       }
+
+       var MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i;
+
+       var SUPPORT_TOUCH = ('ontouchstart' in window);
+       var SUPPORT_POINTER_EVENTS = prefixed(window, 'PointerEvent') !== undefined;
+       var SUPPORT_ONLY_TOUCH = SUPPORT_TOUCH && MOBILE_REGEX.test(navigator.userAgent);
+
+       var INPUT_TYPE_TOUCH = 'touch';
+       var INPUT_TYPE_PEN = 'pen';
+       var INPUT_TYPE_MOUSE = 'mouse';
+       var INPUT_TYPE_KINECT = 'kinect';
+
+       var COMPUTE_INTERVAL = 25;
+
+       var INPUT_START = 1;
+       var INPUT_MOVE = 2;
+       var INPUT_END = 4;
+       var INPUT_CANCEL = 8;
+
+       var DIRECTION_NONE = 1;
+       var DIRECTION_LEFT = 2;
+       var DIRECTION_RIGHT = 4;
+       var DIRECTION_UP = 8;
+       var DIRECTION_DOWN = 16;
+
+       var DIRECTION_HORIZONTAL = DIRECTION_LEFT | DIRECTION_RIGHT;
+       var DIRECTION_VERTICAL = DIRECTION_UP | DIRECTION_DOWN;
+       var DIRECTION_ALL = DIRECTION_HORIZONTAL | DIRECTION_VERTICAL;
+
+       var PROPS_XY = ['x', 'y'];
+       var PROPS_CLIENT_XY = ['screenX', 'screenY'];
+
+       /**
+        * 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 screenXY for the calculations
+               var pointers = [];
+               var i = 0;
+               while (i < input.pointers.length) {
+                       pointers[i] = {
+                               screenX: round(input.pointers[i].screenX),
+                               screenY: round(input.pointers[i].screenY)
+                       };
+                       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].screenX),
+                               y: round(pointers[0].screenY)
+                       };
+               }
+
+               var x = 0, y = 0, i = 0;
+               while (i < pointersLength) {
+                       x += pointers[i].screenX;
+                       y += pointers[i].screenY;
+                       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.screenX, y: touch.screenY};
+                       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.screenX, y = eventData.srcEvent.screenY;
+               for (var i = 0; i < this.lastTouches.length; i++) {
+                       var t = this.lastTouches[i];
+                       var dx = Math.abs(x - t.x), dy = Math.abs(y - t.y);
+                       if (dx <= DEDUP_DISTANCE && dy <= DEDUP_DISTANCE) {
+                               return true;
+                       }
+               }
+               return false;
+       }
+
+       var PREFIXED_TOUCH_ACTION = prefixed(TEST_ELEMENT.style, 'touchAction');
+       var NATIVE_TOUCH_ACTION = PREFIXED_TOUCH_ACTION !== undefined;
+
+// magical touchAction value
+       var TOUCH_ACTION_COMPUTE = 'compute';
+       var TOUCH_ACTION_AUTO = 'auto';
+       var TOUCH_ACTION_MANIPULATION = 'manipulation'; // not implemented
+       var TOUCH_ACTION_NONE = 'none';
+       var TOUCH_ACTION_PAN_X = 'pan-x';
+       var TOUCH_ACTION_PAN_Y = 'pan-y';
+       var TOUCH_ACTION_MAP = getTouchActionProps();
+
+       /**
+        * Touch Action
+        * sets the touchAction property or uses the js alternative
+        * @param {Manager} manager
+        * @param {String} value
+        * @constructor
+        */
+       function TouchAction(manager, value) {
+               this.manager = manager;
+               this.set(value);
+       }
+
+       TouchAction.prototype = {
+               /**
+                * set the touchAction value on the element or enable the polyfill
+                * @param {String} value
+                */
+               set: function(value) {
+                       // find out the touch-action by the event handlers
+                       if (value == TOUCH_ACTION_COMPUTE) {
+                               value = this.compute();
+                       }
+
+                       if (NATIVE_TOUCH_ACTION && this.manager.element.style && TOUCH_ACTION_MAP[value]) {
+                               this.manager.element.style[PREFIXED_TOUCH_ACTION] = value;
+                       }
+                       this.actions = value.toLowerCase().trim();
+               },
+
+               /**
+                * just re-set the touchAction value
+                */
+               update: function() {
+                       this.set(this.manager.options.touchAction);
+               },
+
+               /**
+                * compute the value for the touchAction property based on the recognizer's settings
+                * @returns {String} value
+                */
+               compute: function() {
+                       var actions = [];
+                       each(this.manager.recognizers, function(recognizer) {
+                               if (boolOrFn(recognizer.options.enable, [recognizer])) {
+                                       actions = actions.concat(recognizer.getTouchAction());
+                               }
+                       });
+                       return cleanTouchActions(actions.join(' '));
+               },
+
+               /**
+                * this method is called on each input cycle and provides the preventing of the browser behavior
+                * @param {Object} input
+                */
+               preventDefaults: function(input) {
+                       var srcEvent = input.srcEvent;
+                       var direction = input.offsetDirection;
+
+                       // if the touch action did prevented once this session
+                       if (this.manager.session.prevented) {
+                               srcEvent.preventDefault();
+                               return;
+                       }
+
+                       var actions = this.actions;
+                       var hasNone = inStr(actions, TOUCH_ACTION_NONE) && !TOUCH_ACTION_MAP[TOUCH_ACTION_NONE];
+                       var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_Y];
+                       var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_X];
+
+                       if (hasNone) {
+                               //do not prevent defaults if this is a tap gesture
+
+                               var isTapPointer = input.pointers.length === 1;
+                               var isTapMovement = input.distance < 2;
+                               var isTapTouchTime = input.deltaTime < 250;
+
+                               if (isTapPointer && isTapMovement && isTapTouchTime) {
+                                       return;
+                               }
+                       }
+
+                       if (hasPanX && hasPanY) {
+                               // `pan-x pan-y` means browser handles all scrolling/panning, do not prevent
+                               return;
+                       }
+
+                       if (hasNone ||
+                               (hasPanY && direction & DIRECTION_HORIZONTAL) ||
+                               (hasPanX && direction & DIRECTION_VERTICAL)) {
+                               return this.preventSrc(srcEvent);
+                       }
+               },
+
+               /**
+                * call preventDefault to prevent the browser's default behavior (scrolling in most cases)
+                * @param {Object} srcEvent
+                */
+               preventSrc: function(srcEvent) {
+                       this.manager.session.prevented = true;
+                       srcEvent.preventDefault();
+               }
+       };
+
+       /**
+        * when the touchActions are collected they are not a valid value, so we need to clean things up. *
+        * @param {String} actions
+        * @returns {*}
+        */
+       function cleanTouchActions(actions) {
+               // none
+               if (inStr(actions, TOUCH_ACTION_NONE)) {
+                       return TOUCH_ACTION_NONE;
+               }
+
+               var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);
+               var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);
+
+               // if both pan-x and pan-y are set (different recognizers
+               // for different directions, e.g. horizontal pan but vertical swipe?)
+               // we need none (as otherwise with pan-x pan-y combined none of these
+               // recognizers will work, since the browser would handle all panning
+               if (hasPanX && hasPanY) {
+                       return TOUCH_ACTION_NONE;
+               }
+
+               // pan-x OR pan-y
+               if (hasPanX || hasPanY) {
+                       return hasPanX ? TOUCH_ACTION_PAN_X : TOUCH_ACTION_PAN_Y;
+               }
+
+               // manipulation
+               if (inStr(actions, TOUCH_ACTION_MANIPULATION)) {
+                       return TOUCH_ACTION_MANIPULATION;
+               }
+
+               return TOUCH_ACTION_AUTO;
+       }
+
+       function getTouchActionProps() {
+               if (!NATIVE_TOUCH_ACTION) {
+                       return false;
+               }
+               var touchMap = {};
+               var cssSupports = window.CSS && window.CSS.supports;
+               ['auto', 'manipulation', 'pan-y', 'pan-x', 'pan-x pan-y', 'none'].forEach(function(val) {
+
+                       // If css.supports is not supported but there is native touch-action assume it supports
+                       // all values. This is the case for IE 10 and 11.
+                       touchMap[val] = cssSupports ? window.CSS.supports('touch-action', val) : true;
+               });
+               return touchMap;
+       }
+
+       /**
+        * Recognizer flow explained; *
+        * All recognizers have the initial state of POSSIBLE when a input session starts.
+        * The definition of a input session is from the first input until the last input, with all it's movement in it. *
+        * Example session for mouse-input: mousedown -> mousemove -> mouseup
+        *
+        * On each recognizing cycle (see Manager.recognize) the .recognize() method is executed
+        * which determines with state it should be.
+        *
+        * If the recognizer has the state FAILED, CANCELLED or RECOGNIZED (equals ENDED), it is reset to
+        * POSSIBLE to give it another change on the next cycle.
+        *
+        *               Possible
+        *                  |
+        *            +-----+---------------+
+        *            |                     |
+        *      +-----+-----+               |
+        *      |           |               |
+        *   Failed      Cancelled          |
+        *                          +-------+------+
+        *                          |              |
+        *                      Recognized       Began
+        *                                         |
+        *                                      Changed
+        *                                         |
+        *                                  Ended/Recognized
+        */
+       var STATE_POSSIBLE = 1;
+       var STATE_BEGAN = 2;
+       var STATE_CHANGED = 4;
+       var STATE_ENDED = 8;
+       var STATE_RECOGNIZED = STATE_ENDED;
+       var STATE_CANCELLED = 16;
+       var STATE_FAILED = 32;
+
+       /**
+        * Recognizer
+        * Every recognizer needs to extend from this class.
+        * @constructor
+        * @param {Object} options
+        */
+       function Recognizer(options) {
+               this.options = assign({}, this.defaults, options || {});
+
+               this.id = uniqueId();
+
+               this.manager = null;
+
+               // default is enable true
+               this.options.enable = ifUndefined(this.options.enable, true);
+
+               this.state = STATE_POSSIBLE;
+
+               this.simultaneous = {};
+               this.requireFail = [];
+       }
+
+       Recognizer.prototype = {
+               /**
+                * @virtual
+                * @type {Object}
+                */
+               defaults: {},
+
+               /**
+                * set options
+                * @param {Object} options
+                * @return {Recognizer}
+                */
+               set: function(options) {
+                       assign(this.options, options);
+
+                       // also update the touchAction, in case something changed about the directions/enabled state
+                       this.manager && this.manager.touchAction.update();
+                       return this;
+               },
+
+               /**
+                * recognize simultaneous with an other recognizer.
+                * @param {Recognizer} otherRecognizer
+                * @returns {Recognizer} this
+                */
+               recognizeWith: function(otherRecognizer) {
+                       if (invokeArrayArg(otherRecognizer, 'recognizeWith', this)) {
+                               return this;
+                       }
+
+                       var simultaneous = this.simultaneous;
+                       otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
+                       if (!simultaneous[otherRecognizer.id]) {
+                               simultaneous[otherRecognizer.id] = otherRecognizer;
+                               otherRecognizer.recognizeWith(this);
+                       }
+                       return this;
+               },
+
+               /**
+                * drop the simultaneous link. it doesnt remove the link on the other recognizer.
+                * @param {Recognizer} otherRecognizer
+                * @returns {Recognizer} this
+                */
+               dropRecognizeWith: function(otherRecognizer) {
+                       if (invokeArrayArg(otherRecognizer, 'dropRecognizeWith', this)) {
+                               return this;
+                       }
+
+                       otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
+                       delete this.simultaneous[otherRecognizer.id];
+                       return this;
+               },
+
+               /**
+                * recognizer can only run when an other is failing
+                * @param {Recognizer} otherRecognizer
+                * @returns {Recognizer} this
+                */
+               requireFailure: function(otherRecognizer) {
+                       if (invokeArrayArg(otherRecognizer, 'requireFailure', this)) {
+                               return this;
+                       }
+
+                       var requireFail = this.requireFail;
+                       otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
+                       if (inArray(requireFail, otherRecognizer) === -1) {
+                               requireFail.push(otherRecognizer);
+                               otherRecognizer.requireFailure(this);
+                       }
+                       return this;
+               },
+
+               /**
+                * drop the requireFailure link. it does not remove the link on the other recognizer.
+                * @param {Recognizer} otherRecognizer
+                * @returns {Recognizer} this
+                */
+               dropRequireFailure: function(otherRecognizer) {
+                       if (invokeArrayArg(otherRecognizer, 'dropRequireFailure', this)) {
+                               return this;
+                       }
+
+                       otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
+                       var index = inArray(this.requireFail, otherRecognizer);
+                       if (index > -1) {
+                               this.requireFail.splice(index, 1);
+                       }
+                       return this;
+               },
+
+               /**
+                * has require failures boolean
+                * @returns {boolean}
+                */
+               hasRequireFailures: function() {
+                       return this.requireFail.length > 0;
+               },
+
+               /**
+                * if the recognizer can recognize simultaneous with an other recognizer
+                * @param {Recognizer} otherRecognizer
+                * @returns {Boolean}
+                */
+               canRecognizeWith: function(otherRecognizer) {
+                       return !!this.simultaneous[otherRecognizer.id];
+               },
+
+               /**
+                * You should use `tryEmit` instead of `emit` directly to check
+                * that all the needed recognizers has failed before emitting.
+                * @param {Object} input
+                */
+               emit: function(input) {
+                       var self = this;
+                       var state = this.state;
+
+                       function emit(event) {
+                               self.manager.emit(event, input);
+                       }
+
+                       // 'panstart' and 'panmove'
+                       if (state < STATE_ENDED) {
+                               emit(self.options.event + stateStr(state));
+                       }
+
+                       emit(self.options.event); // simple 'eventName' events
+
+                       if (input.additionalEvent) { // additional event(panleft, panright, pinchin, pinchout...)
+                               emit(input.additionalEvent);
+                       }
+
+                       // panend and pancancel
+                       if (state >= STATE_ENDED) {
+                               emit(self.options.event + stateStr(state));
+                       }
+               },
+
+               /**
+                * Check that all the require failure recognizers has failed,
+                * if true, it emits a gesture event,
+                * otherwise, setup the state to FAILED.
+                * @param {Object} input
+                */
+               tryEmit: function(input) {
+                       if (this.canEmit()) {
+                               return this.emit(input);
+                       }
+                       // it's failing anyway
+                       this.state = STATE_FAILED;
+               },
+
+               /**
+                * can we emit?
+                * @returns {boolean}
+                */
+               canEmit: function() {
+                       var i = 0;
+                       while (i < this.requireFail.length) {
+                               if (!(this.requireFail[i].state & (STATE_FAILED | STATE_POSSIBLE))) {
+                                       return false;
+                               }
+                               i++;
+                       }
+                       return true;
+               },
+
+               /**
+                * update the recognizer
+                * @param {Object} inputData
+                */
+               recognize: function(inputData) {
+                       // make a new copy of the inputData
+                       // so we can change the inputData without messing up the other recognizers
+                       var inputDataClone = assign({}, inputData);
+
+                       // is is enabled and allow recognizing?
+                       if (!boolOrFn(this.options.enable, [this, inputDataClone])) {
+                               this.reset();
+                               this.state = STATE_FAILED;
+                               return;
+                       }
+
+                       // reset when we've reached the end
+                       if (this.state & (STATE_RECOGNIZED | STATE_CANCELLED | STATE_FAILED)) {
+                               this.state = STATE_POSSIBLE;
+                       }
+
+                       this.state = this.process(inputDataClone);
+
+                       // the recognizer has recognized a gesture
+                       // so trigger an event
+                       if (this.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED | STATE_CANCELLED)) {
+                               this.tryEmit(inputDataClone);
+                       }
+               },
+
+               /**
+                * return the state of the recognizer
+                * the actual recognizing happens in this method
+                * @virtual
+                * @param {Object} inputData
+                * @returns {Const} STATE
+                */
+               process: function(inputData) { }, // jshint ignore:line
+
+               /**
+                * return the preferred touch-action
+                * @virtual
+                * @returns {Array}
+                */
+               getTouchAction: function() { },
+
+               /**
+                * called when the gesture isn't allowed to recognize
+                * like when another is being recognized or it is disabled
+                * @virtual
+                */
+               reset: function() { }
+       };
+
+       /**
+        * get a usable string, used as event postfix
+        * @param {Const} state
+        * @returns {String} state
+        */
+       function stateStr(state) {
+               if (state & STATE_CANCELLED) {
+                       return 'cancel';
+               } else if (state & STATE_ENDED) {
+                       return 'end';
+               } else if (state & STATE_CHANGED) {
+                       return 'move';
+               } else if (state & STATE_BEGAN) {
+                       return 'start';
+               }
+               return '';
+       }
+
+       /**
+        * direction cons to string
+        * @param {Const} direction
+        * @returns {String}
+        */
+       function directionStr(direction) {
+               if (direction == DIRECTION_DOWN) {
+                       return 'down';
+               } else if (direction == DIRECTION_UP) {
+                       return 'up';
+               } else if (direction == DIRECTION_LEFT) {
+                       return 'left';
+               } else if (direction == DIRECTION_RIGHT) {
+                       return 'right';
+               }
+               return '';
+       }
+
+       /**
+        * get a recognizer by name if it is bound to a manager
+        * @param {Recognizer|String} otherRecognizer
+        * @param {Recognizer} recognizer
+        * @returns {Recognizer}
+        */
+       function getRecognizerByNameIfManager(otherRecognizer, recognizer) {
+               var manager = recognizer.manager;
+               if (manager) {
+                       return manager.get(otherRecognizer);
+               }
+               return otherRecognizer;
+       }
+
+       /**
+        * This recognizer is just used as a base for the simple attribute recognizers.
+        * @constructor
+        * @extends Recognizer
+        */
+       function AttrRecognizer() {
+               Recognizer.apply(this, arguments);
+       }
+
+       inherit(AttrRecognizer, Recognizer, {
+               /**
+                * @namespace
+                * @memberof AttrRecognizer
+                */
+               defaults: {
+                       /**
+                        * @type {Number}
+                        * @default 1
+                        */
+                       pointers: 1
+               },
+
+               /**
+                * Used to check if it the recognizer receives valid input, like input.distance > 10.
+                * @memberof AttrRecognizer
+                * @param {Object} input
+                * @returns {Boolean} recognized
+                */
+               attrTest: function(input) {
+                       var optionPointers = this.options.pointers;
+                       return optionPointers === 0 || input.pointers.length === optionPointers;
+               },
+
+               /**
+                * Process the input and return the state for the recognizer
+                * @memberof AttrRecognizer
+                * @param {Object} input
+                * @returns {*} State
+                */
+               process: function(input) {
+                       var state = this.state;
+                       var eventType = input.eventType;
+
+                       var isRecognized = state & (STATE_BEGAN | STATE_CHANGED);
+                       var isValid = this.attrTest(input);
+
+                       // on cancel input and we've recognized before, return STATE_CANCELLED
+                       if (isRecognized && (eventType & INPUT_CANCEL || !isValid)) {
+                               return state | STATE_CANCELLED;
+                       } else if (isRecognized || isValid) {
+                               if (eventType & INPUT_END) {
+                                       return state | STATE_ENDED;
+                               } else if (!(state & STATE_BEGAN)) {
+                                       return STATE_BEGAN;
+                               }
+                               return state | STATE_CHANGED;
+                       }
+                       return STATE_FAILED;
+               }
+       });
+
+       /**
+        * Pan
+        * Recognized when the pointer is down and moved in the allowed direction.
+        * @constructor
+        * @extends AttrRecognizer
+        */
+       function PanRecognizer() {
+               AttrRecognizer.apply(this, arguments);
+
+               this.pX = null;
+               this.pY = null;
+       }
+
+       inherit(PanRecognizer, AttrRecognizer, {
+               /**
+                * @namespace
+                * @memberof PanRecognizer
+                */
+               defaults: {
+                       event: 'pan',
+                       threshold: 10,
+                       pointers: 1,
+                       direction: DIRECTION_ALL
+               },
+
+               getTouchAction: function() {
+                       var direction = this.options.direction;
+                       var actions = [];
+                       if (direction & DIRECTION_HORIZONTAL) {
+                               actions.push(TOUCH_ACTION_PAN_Y);
+                       }
+                       if (direction & DIRECTION_VERTICAL) {
+                               actions.push(TOUCH_ACTION_PAN_X);
+                       }
+                       return actions;
+               },
+
+               directionTest: function(input) {
+                       var options = this.options;
+                       var hasMoved = true;
+                       var distance = input.distance;
+                       var direction = input.direction;
+                       var x = input.deltaX;
+                       var y = input.deltaY;
+
+                       // lock to axis?
+                       if (!(direction & options.direction)) {
+                               if (options.direction & DIRECTION_HORIZONTAL) {
+                                       direction = (x === 0) ? DIRECTION_NONE : (x < 0) ? DIRECTION_LEFT : DIRECTION_RIGHT;
+                                       hasMoved = x != this.pX;
+                                       distance = Math.abs(input.deltaX);
+                               } else {
+                                       direction = (y === 0) ? DIRECTION_NONE : (y < 0) ? DIRECTION_UP : DIRECTION_DOWN;
+                                       hasMoved = y != this.pY;
+                                       distance = Math.abs(input.deltaY);
+                               }
+                       }
+                       input.direction = direction;
+                       return hasMoved && distance > options.threshold && direction & options.direction;
+               },
+
+               attrTest: function(input) {
+                       return AttrRecognizer.prototype.attrTest.call(this, input) &&
+                               (this.state & STATE_BEGAN || (!(this.state & STATE_BEGAN) && this.directionTest(input)));
+               },
+
+               emit: function(input) {
+
+                       this.pX = input.deltaX;
+                       this.pY = input.deltaY;
+
+                       var direction = directionStr(input.direction);
+
+                       if (direction) {
+                               input.additionalEvent = this.options.event + direction;
+                       }
+                       this._super.emit.call(this, input);
+               }
+       });
+
+       /**
+        * Pinch
+        * Recognized when two or more pointers are moving toward (zoom-in) or away from each other (zoom-out).
+        * @constructor
+        * @extends AttrRecognizer
+        */
+       function PinchRecognizer() {
+               AttrRecognizer.apply(this, arguments);
+       }
+
+       inherit(PinchRecognizer, AttrRecognizer, {
+               /**
+                * @namespace
+                * @memberof PinchRecognizer
+                */
+               defaults: {
+                       event: 'pinch',
+                       threshold: 0,
+                       pointers: 2
+               },
+
+               getTouchAction: function() {
+                       return [TOUCH_ACTION_NONE];
+               },
+
+               attrTest: function(input) {
+                       return this._super.attrTest.call(this, input) &&
+                               (Math.abs(input.scale - 1) > this.options.threshold || this.state & STATE_BEGAN);
+               },
+
+               emit: function(input) {
+                       if (input.scale !== 1) {
+                               var inOut = input.scale < 1 ? 'in' : 'out';
+                               input.additionalEvent = this.options.event + inOut;
+                       }
+                       this._super.emit.call(this, input);
+               }
+       });
+
+       /**
+        * Press
+        * Recognized when the pointer is down for x ms without any movement.
+        * @constructor
+        * @extends Recognizer
+        */
+       function PressRecognizer() {
+               Recognizer.apply(this, arguments);
+
+               this._timer = null;
+               this._input = null;
+       }
+
+       inherit(PressRecognizer, Recognizer, {
+               /**
+                * @namespace
+                * @memberof PressRecognizer
+                */
+               defaults: {
+                       event: 'press',
+                       pointers: 1,
+                       time: 251, // minimal time of the pointer to be pressed
+                       threshold: 9 // a minimal movement is ok, but keep it low
+               },
+
+               getTouchAction: function() {
+                       return [TOUCH_ACTION_AUTO];
+               },
+
+               process: function(input) {
+                       var options = this.options;
+                       var validPointers = input.pointers.length === options.pointers;
+                       var validMovement = input.distance < options.threshold;
+                       var validTime = input.deltaTime > options.time;
+
+                       this._input = input;
+
+                       // we only allow little movement
+                       // and we've reached an end event, so a tap is possible
+                       if (!validMovement || !validPointers || (input.eventType & (INPUT_END | INPUT_CANCEL) && !validTime)) {
+                               this.reset();
+                       } else if (input.eventType & INPUT_START) {
+                               this.reset();
+                               this._timer = setTimeoutContext(function() {
+                                       this.state = STATE_RECOGNIZED;
+                                       this.tryEmit();
+                               }, options.time, this);
+                       } else if (input.eventType & INPUT_END) {
+                               return STATE_RECOGNIZED;
+                       }
+                       return STATE_FAILED;
+               },
+
+               reset: function() {
+                       clearTimeout(this._timer);
+               },
+
+               emit: function(input) {
+                       if (this.state !== STATE_RECOGNIZED) {
+                               return;
+                       }
+
+                       if (input && (input.eventType & INPUT_END)) {
+                               this.manager.emit(this.options.event + 'up', input);
+                       } else {
+                               this._input.timeStamp = now();
+                               this.manager.emit(this.options.event, this._input);
+                       }
+               }
+       });
+
+       /**
+        * Rotate
+        * Recognized when two or more pointer are moving in a circular motion.
+        * @constructor
+        * @extends AttrRecognizer
+        */
+       function RotateRecognizer() {
+               AttrRecognizer.apply(this, arguments);
+       }
+
+       inherit(RotateRecognizer, AttrRecognizer, {
+               /**
+                * @namespace
+                * @memberof RotateRecognizer
+                */
+               defaults: {
+                       event: 'rotate',
+                       threshold: 0,
+                       pointers: 2
+               },
+
+               getTouchAction: function() {
+                       return [TOUCH_ACTION_NONE];
+               },
+
+               attrTest: function(input) {
+                       return this._super.attrTest.call(this, input) &&
+                               (Math.abs(input.rotation) > this.options.threshold || this.state & STATE_BEGAN);
+               }
+       });
+
+       /**
+        * Swipe
+        * Recognized when the pointer is moving fast (velocity), with enough distance in the allowed direction.
+        * @constructor
+        * @extends AttrRecognizer
+        */
+       function SwipeRecognizer() {
+               AttrRecognizer.apply(this, arguments);
+       }
+
+       inherit(SwipeRecognizer, AttrRecognizer, {
+               /**
+                * @namespace
+                * @memberof SwipeRecognizer
+                */
+               defaults: {
+                       event: 'swipe',
+                       threshold: 10,
+                       velocity: 0.3,
+                       direction: DIRECTION_HORIZONTAL | DIRECTION_VERTICAL,
+                       pointers: 1
+               },
+
+               getTouchAction: function() {
+                       return PanRecognizer.prototype.getTouchAction.call(this);
+               },
+
+               attrTest: function(input) {
+                       var direction = this.options.direction;
+                       var velocity;
+
+                       if (direction & (DIRECTION_HORIZONTAL | DIRECTION_VERTICAL)) {
+                               velocity = input.overallVelocity;
+                       } else if (direction & DIRECTION_HORIZONTAL) {
+                               velocity = input.overallVelocityX;
+                       } else if (direction & DIRECTION_VERTICAL) {
+                               velocity = input.overallVelocityY;
+                       }
+
+                       return this._super.attrTest.call(this, input) &&
+                               direction & input.offsetDirection &&
+                               input.distance > this.options.threshold &&
+                               input.maxPointers == this.options.pointers &&
+                               abs(velocity) > this.options.velocity && input.eventType & INPUT_END;
+               },
+
+               emit: function(input) {
+                       var direction = directionStr(input.offsetDirection);
+                       if (direction) {
+                               this.manager.emit(this.options.event + direction, input);
+                       }
+
+                       this.manager.emit(this.options.event, input);
+               }
+       });
+
+       /**
+        * A tap is ecognized when the pointer is doing a small tap/click. Multiple taps are recognized if they occur
+        * between the given interval and position. The delay option can be used to recognize multi-taps without firing
+        * a single tap.
+        *
+        * The eventData from the emitted event contains the property `tapCount`, which contains the amount of
+        * multi-taps being recognized.
+        * @constructor
+        * @extends Recognizer
+        */
+       function TapRecognizer() {
+               Recognizer.apply(this, arguments);
+
+               // previous time and center,
+               // used for tap counting
+               this.pTime = false;
+               this.pCenter = false;
+
+               this._timer = null;
+               this._input = null;
+               this.count = 0;
+       }
+
+       inherit(TapRecognizer, Recognizer, {
+               /**
+                * @namespace
+                * @memberof PinchRecognizer
+                */
+               defaults: {
+                       event: 'tap',
+                       pointers: 1,
+                       taps: 1,
+                       interval: 300, // max time between the multi-tap taps
+                       time: 250, // max time of the pointer to be down (like finger on the screen)
+                       threshold: 9, // a minimal movement is ok, but keep it low
+                       posThreshold: 10 // a multi-tap can be a bit off the initial position
+               },
+
+               getTouchAction: function() {
+                       return [TOUCH_ACTION_MANIPULATION];
+               },
+
+               process: function(input) {
+                       var options = this.options;
+
+                       var validPointers = input.pointers.length === options.pointers;
+                       var validMovement = input.distance < options.threshold;
+                       var validTouchTime = input.deltaTime < options.time;
+
+                       this.reset();
+
+                       if ((input.eventType & INPUT_START) && (this.count === 0)) {
+                               return this.failTimeout();
+                       }
+
+                       // we only allow little movement
+                       // and we've reached an end event, so a tap is possible
+                       if (validMovement && validTouchTime && validPointers) {
+                               if (input.eventType != INPUT_END) {
+                                       return this.failTimeout();
+                               }
+
+                               var validInterval = this.pTime ? (input.timeStamp - this.pTime < options.interval) : true;
+                               var validMultiTap = !this.pCenter || getDistance(this.pCenter, input.center) < options.posThreshold;
+
+                               this.pTime = input.timeStamp;
+                               this.pCenter = input.center;
+
+                               if (!validMultiTap || !validInterval) {
+                                       this.count = 1;
+                               } else {
+                                       this.count += 1;
+                               }
+
+                               this._input = input;
+
+                               // if tap count matches we have recognized it,
+                               // else it has began recognizing...
+                               var tapCount = this.count % options.taps;
+                               if (tapCount === 0) {
+                                       // no failing requirements, immediately trigger the tap event
+                                       // or wait as long as the multitap interval to trigger
+                                       if (!this.hasRequireFailures()) {
+                                               return STATE_RECOGNIZED;
+                                       } else {
+                                               this._timer = setTimeoutContext(function() {
+                                                       this.state = STATE_RECOGNIZED;
+                                                       this.tryEmit();
+                                               }, options.interval, this);
+                                               return STATE_BEGAN;
+                                       }
+                               }
+                       }
+                       return STATE_FAILED;
+               },
+
+               failTimeout: function() {
+                       this._timer = setTimeoutContext(function() {
+                               this.state = STATE_FAILED;
+                       }, this.options.interval, this);
+                       return STATE_FAILED;
+               },
+
+               reset: function() {
+                       clearTimeout(this._timer);
+               },
+
+               emit: function() {
+                       if (this.state == STATE_RECOGNIZED) {
+                               this._input.tapCount = this.count;
+                               this.manager.emit(this.options.event, this._input);
+                       }
+               }
+       });
+
+       /**
+        * Simple way to create a manager with a default set of recognizers.
+        * @param {HTMLElement} element
+        * @param {Object} [options]
+        * @constructor
+        */
+       function Hammer(element, options) {
+               options = options || {};
+               options.recognizers = ifUndefined(options.recognizers, Hammer.defaults.preset);
+               return new Manager(element, options);
+       }
+
+       /**
+        * @const {string}
+        */
+       Hammer.VERSION = '2.0.8';
+
+       /**
+        * default settings
+        * @namespace
+        */
+       Hammer.defaults = {
+               /**
+                * set if DOM events are being triggered.
+                * But this is slower and unused by simple implementations, so disabled by default.
+                * @type {Boolean}
+                * @default false
+                */
+               domEvents: false,
+
+               /**
+                * The value for the touchAction property/fallback.
+                * When set to `compute` it will magically set the correct value based on the added recognizers.
+                * @type {String}
+                * @default compute
+                */
+               touchAction: TOUCH_ACTION_COMPUTE,
+
+               /**
+                * @type {Boolean}
+                * @default true
+                */
+               enable: true,
+
+               /**
+                * EXPERIMENTAL FEATURE -- can be removed/changed
+                * Change the parent input target element.
+                * If Null, then it is being set the to main element.
+                * @type {Null|EventTarget}
+                * @default null
+                */
+               inputTarget: null,
+
+               /**
+                * force an input class
+                * @type {Null|Function}
+                * @default null
+                */
+               inputClass: null,
+
+               /**
+                * Default recognizer setup when calling `Hammer()`
+                * When creating a new Manager these will be skipped.
+                * @type {Array}
+                */
+               preset: [
+                       // RecognizerClass, options, [recognizeWith, ...], [requireFailure, ...]
+                       [RotateRecognizer, {enable: false}],
+                       [PinchRecognizer, {enable: false}, ['rotate']],
+                       [SwipeRecognizer, {direction: DIRECTION_HORIZONTAL}],
+                       [PanRecognizer, {direction: DIRECTION_HORIZONTAL}, ['swipe']],
+                       [TapRecognizer],
+                       [TapRecognizer, {event: 'doubletap', taps: 2}, ['tap']],
+                       [PressRecognizer]
+               ],
+
+               /**
+                * Some CSS properties can be used to improve the working of Hammer.
+                * Add them to this method and they will be set when creating a new Manager.
+                * @namespace
+                */
+               cssProps: {
+                       /**
+                        * Disables text selection to improve the dragging gesture. Mainly for desktop browsers.
+                        * @type {String}
+                        * @default 'none'
+                        */
+                       userSelect: 'none',
+
+                       /**
+                        * Disable the Windows Phone grippers when pressing an element.
+                        * @type {String}
+                        * @default 'none'
+                        */
+                       touchSelect: 'none',
+
+                       /**
+                        * Disables the default callout shown when you touch and hold a touch target.
+                        * On iOS, when you touch and hold a touch target such as a link, Safari displays
+                        * a callout containing information about the link. This property allows you to disable that callout.
+                        * @type {String}
+                        * @default 'none'
+                        */
+                       touchCallout: 'none',
+
+                       /**
+                        * Specifies whether zooming is enabled. Used by IE10>
+                        * @type {String}
+                        * @default 'none'
+                        */
+                       contentZooming: 'none',
+
+                       /**
+                        * Specifies that an entire element should be draggable instead of its contents. Mainly for desktop browsers.
+                        * @type {String}
+                        * @default 'none'
+                        */
+                       userDrag: 'none',
+
+                       /**
+                        * Overrides the highlight color shown when the user taps a link or a JavaScript
+                        * clickable element in iOS. This property obeys the alpha value, if specified.
+                        * @type {String}
+                        * @default 'rgba(0,0,0,0)'
+                        */
+                       tapHighlightColor: 'rgba(0,0,0,0)'
+               }
+       };
+
+       var STOP = 1;
+       var FORCED_STOP = 2;
+
+       /**
+        * Manager
+        * @param {HTMLElement} element
+        * @param {Object} [options]
+        * @constructor
+        */
+       function Manager(element, options) {
+               this.options = assign({}, Hammer.defaults, options || {});
+
+               this.options.inputTarget = this.options.inputTarget || element;
+
+               this.handlers = {};
+               this.session = {};
+               this.recognizers = [];
+               this.oldCssProps = {};
+
+               this.element = element;
+               this.input = createInputInstance(this);
+               this.touchAction = new TouchAction(this, this.options.touchAction);
+
+               toggleCssProps(this, true);
+
+               each(this.options.recognizers, function(item) {
+                       var recognizer = this.add(new (item[0])(item[1]));
+                       item[2] && recognizer.recognizeWith(item[2]);
+                       item[3] && recognizer.requireFailure(item[3]);
+               }, this);
+       }
+
+       Manager.prototype = {
+               /**
+                * set options
+                * @param {Object} options
+                * @returns {Manager}
+                */
+               set: function(options) {
+                       assign(this.options, options);
+
+                       // Options that need a little more setup
+                       if (options.touchAction) {
+                               this.touchAction.update();
+                       }
+                       if (options.inputTarget) {
+                               // Clean up existing event listeners and reinitialize
+                               this.input.destroy();
+                               this.input.target = options.inputTarget;
+                               this.input.init();
+                       }
+                       return this;
+               },
+
+               /**
+                * stop recognizing for this session.
+                * This session will be discarded, when a new [input]start event is fired.
+                * When forced, the recognizer cycle is stopped immediately.
+                * @param {Boolean} [force]
+                */
+               stop: function(force) {
+                       this.session.stopped = force ? FORCED_STOP : STOP;
+               },
+
+               /**
+                * run the recognizers!
+                * called by the inputHandler function on every movement of the pointers (touches)
+                * it walks through all the recognizers and tries to detect the gesture that is being made
+                * @param {Object} inputData
+                */
+               recognize: function(inputData) {
+                       var session = this.session;
+                       if (session.stopped) {
+                               return;
+                       }
+
+                       // run the touch-action polyfill
+                       this.touchAction.preventDefaults(inputData);
+
+                       var recognizer;
+                       var recognizers = this.recognizers;
+
+                       // this holds the recognizer that is being recognized.
+                       // so the recognizer's state needs to be BEGAN, CHANGED, ENDED or RECOGNIZED
+                       // if no recognizer is detecting a thing, it is set to `null`
+                       var curRecognizer = session.curRecognizer;
+
+                       // reset when the last recognizer is recognized
+                       // or when we're in a new session
+                       if (!curRecognizer || (curRecognizer && curRecognizer.state & STATE_RECOGNIZED)) {
+                               curRecognizer = session.curRecognizer = null;
+                       }
+
+                       var i = 0;
+                       while (i < recognizers.length) {
+                               recognizer = recognizers[i];
+
+                               // find out if we are allowed try to recognize the input for this one.
+                               // 1.   allow if the session is NOT forced stopped (see the .stop() method)
+                               // 2.   allow if we still haven't recognized a gesture in this session, or the this recognizer is the one
+                               //      that is being recognized.
+                               // 3.   allow if the recognizer is allowed to run simultaneous with the current recognized recognizer.
+                               //      this can be setup with the `recognizeWith()` method on the recognizer.
+                               if (session.stopped !== FORCED_STOP && ( // 1
+                                       !curRecognizer || recognizer == curRecognizer || // 2
+                                       recognizer.canRecognizeWith(curRecognizer))) { // 3
+                                       recognizer.recognize(inputData);
+                               } else {
+                                       recognizer.reset();
+                               }
+
+                               // if the recognizer has been recognizing the input as a valid gesture, we want to store this one as the
+                               // current active recognizer. but only if we don't already have an active recognizer
+                               if (!curRecognizer && recognizer.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED)) {
+                                       curRecognizer = session.curRecognizer = recognizer;
+                               }
+                               i++;
+                       }
+               },
+
+               /**
+                * get a recognizer by its event name.
+                * @param {Recognizer|String} recognizer
+                * @returns {Recognizer|Null}
+                */
+               get: function(recognizer) {
+                       if (recognizer instanceof Recognizer) {
+                               return recognizer;
+                       }
+
+                       var recognizers = this.recognizers;
+                       for (var i = 0; i < recognizers.length; i++) {
+                               if (recognizers[i].options.event == recognizer) {
+                                       return recognizers[i];
+                               }
+                       }
+                       return null;
+               },
+
+               /**
+                * add a recognizer to the manager
+                * existing recognizers with the same event name will be removed
+                * @param {Recognizer} recognizer
+                * @returns {Recognizer|Manager}
+                */
+               add: function(recognizer) {
+                       if (invokeArrayArg(recognizer, 'add', this)) {
+                               return this;
+                       }
+
+                       // remove existing
+                       var existing = this.get(recognizer.options.event);
+                       if (existing) {
+                               this.remove(existing);
+                       }
+
+                       this.recognizers.push(recognizer);
+                       recognizer.manager = this;
+
+                       this.touchAction.update();
+                       return recognizer;
+               },
+
+               /**
+                * remove a recognizer by name or instance
+                * @param {Recognizer|String} recognizer
+                * @returns {Manager}
+                */
+               remove: function(recognizer) {
+                       if (invokeArrayArg(recognizer, 'remove', this)) {
+                               return this;
+                       }
+
+                       recognizer = this.get(recognizer);
+
+                       // let's make sure this recognizer exists
+                       if (recognizer) {
+                               var recognizers = this.recognizers;
+                               var index = inArray(recognizers, recognizer);
+
+                               if (index !== -1) {
+                                       recognizers.splice(index, 1);
+                                       this.touchAction.update();
+                               }
+                       }
+
+                       return this;
+               },
+
+               /**
+                * bind event
+                * @param {String} events
+                * @param {Function} handler
+                * @returns {EventEmitter} this
+                */
+               on: function(events, handler) {
+                       if (events === undefined) {
+                               return;
+                       }
+                       if (handler === undefined) {
+                               return;
+                       }
+
+                       var handlers = this.handlers;
+                       each(splitStr(events), function(event) {
+                               handlers[event] = handlers[event] || [];
+                               handlers[event].push(handler);
+                       });
+                       return this;
+               },
+
+               /**
+                * unbind event, leave emit blank to remove all handlers
+                * @param {String} events
+                * @param {Function} [handler]
+                * @returns {EventEmitter} this
+                */
+               off: function(events, handler) {
+                       if (events === undefined) {
+                               return;
+                       }
+
+                       var handlers = this.handlers;
+                       each(splitStr(events), function(event) {
+                               if (!handler) {
+                                       delete handlers[event];
+                               } else {
+                                       handlers[event] && handlers[event].splice(inArray(handlers[event], handler), 1);
+                               }
+                       });
+                       return this;
+               },
+
+               /**
+                * emit event to the listeners
+                * @param {String} event
+                * @param {Object} data
+                */
+               emit: function(event, data) {
+                       // we also want to trigger dom events
+                       if (this.options.domEvents) {
+                               triggerDomEvent(event, data);
+                       }
+
+                       // no handlers, so skip it all
+                       var handlers = this.handlers[event] && this.handlers[event].slice();
+                       if (!handlers || !handlers.length) {
+                               return;
+                       }
+
+                       data.type = event;
+                       data.preventDefault = function() {
+                               data.srcEvent.preventDefault();
+                       };
+
+                       var i = 0;
+                       while (i < handlers.length) {
+                               handlers[i](data);
+                               i++;
+                       }
+               },
+
+               /**
+                * destroy the manager and unbinds all events
+                * it doesn't unbind dom events, that is the user own responsibility
+                */
+               destroy: function() {
+                       this.element && toggleCssProps(this, false);
+
+                       this.handlers = {};
+                       this.session = {};
+                       this.input.destroy();
+                       this.element = null;
+               }
+       };
+
+       /**
+        * add/remove the css properties as defined in manager.options.cssProps
+        * @param {Manager} manager
+        * @param {Boolean} add
+        */
+       function toggleCssProps(manager, add) {
+               var element = manager.element;
+               if (!element.style) {
+                       return;
+               }
+               var prop;
+               each(manager.options.cssProps, function(value, name) {
+                       prop = prefixed(element.style, name);
+                       if (add) {
+                               manager.oldCssProps[prop] = element.style[prop];
+                               element.style[prop] = value;
+                       } else {
+                               element.style[prop] = manager.oldCssProps[prop] || '';
+                       }
+               });
+               if (!add) {
+                       manager.oldCssProps = {};
+               }
+       }
+
+       /**
+        * trigger dom event
+        * @param {String} event
+        * @param {Object} data
+        */
+       function triggerDomEvent(event, data) {
+               var gestureEvent = document.createEvent('Event');
+               gestureEvent.initEvent(event, true, true);
+               gestureEvent.gesture = data;
+               data.target.dispatchEvent(gestureEvent);
+       }
+
+       assign(Hammer, {
+               INPUT_START: INPUT_START,
+               INPUT_MOVE: INPUT_MOVE,
+               INPUT_END: INPUT_END,
+               INPUT_CANCEL: INPUT_CANCEL,
+
+               STATE_POSSIBLE: STATE_POSSIBLE,
+               STATE_BEGAN: STATE_BEGAN,
+               STATE_CHANGED: STATE_CHANGED,
+               STATE_ENDED: STATE_ENDED,
+               STATE_RECOGNIZED: STATE_RECOGNIZED,
+               STATE_CANCELLED: STATE_CANCELLED,
+               STATE_FAILED: STATE_FAILED,
+
+               DIRECTION_NONE: DIRECTION_NONE,
+               DIRECTION_LEFT: DIRECTION_LEFT,
+               DIRECTION_RIGHT: DIRECTION_RIGHT,
+               DIRECTION_UP: DIRECTION_UP,
+               DIRECTION_DOWN: DIRECTION_DOWN,
+               DIRECTION_HORIZONTAL: DIRECTION_HORIZONTAL,
+               DIRECTION_VERTICAL: DIRECTION_VERTICAL,
+               DIRECTION_ALL: DIRECTION_ALL,
+
+               Manager: Manager,
+               Input: Input,
+               TouchAction: TouchAction,
+
+               TouchInput: TouchInput,
+               MouseInput: MouseInput,
+               PointerEventInput: PointerEventInput,
+               TouchMouseInput: TouchMouseInput,
+               SingleTouchInput: SingleTouchInput,
+
+               Recognizer: Recognizer,
+               AttrRecognizer: AttrRecognizer,
+               Tap: TapRecognizer,
+               Pan: PanRecognizer,
+               Swipe: SwipeRecognizer,
+               Pinch: PinchRecognizer,
+               Rotate: RotateRecognizer,
+               Press: PressRecognizer,
+
+               on: addEventListeners,
+               off: removeEventListeners,
+               each: each,
+               merge: merge,
+               extend: extend,
+               assign: assign,
+               inherit: inherit,
+               bindFn: bindFn,
+               prefixed: prefixed
+       });
+
+// this prevents errors when Hammer is loaded in the presence of an AMD
+//  style loader but by script tag, not by the loader.
+       var freeGlobal = (typeof window !== 'undefined' ? window : (typeof self !== 'undefined' ? self : {})); // jshint ignore:line
+       freeGlobal.Hammer = Hammer;
+
+       if (typeof define === 'function' && define.amd) {
+               define(function() {
+                       return Hammer;
+               });
+       } else if (typeof module != 'undefined' && module.exports) {
+               module.exports = Hammer;
+       } else {
+               window[exportName] = Hammer;
+       }
+
+})(window, document, 'Hammer');