GT2/Ejectable/node_modules/@egjs/hammerjs/dist/hammer.min.js.map

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{"version":3,"file":"hammer.min.js","sources":["../src/utils/assign.js","../src/browser.js","../src/utils/utils-consts.js","../src/utils/prefixed.js","../src/touchactionjs/get-touchaction-props.js","../src/touchactionjs/touchaction-Consts.js","../src/inputjs/input-consts.js","../src/utils/each.js","../src/utils/bool-or-fn.js","../src/utils/in-str.js","../src/touchactionjs/touchaction-constructor.js","../src/touchactionjs/clean-touch-actions.js","../src/utils/has-parent.js","../src/inputjs/get-center.js","../src/inputjs/simple-clone-input-data.js","../src/inputjs/get-distance.js","../src/inputjs/get-angle.js","../src/inputjs/get-direction.js","../src/inputjs/get-velocity.js","../src/inputjs/compute-input-data.js","../src/inputjs/compute-delta-xy.js","../src/inputjs/get-scale.js","../src/inputjs/get-rotation.js","../src/inputjs/compute-interval-input-data.js","../src/inputjs/input-handler.js","../src/utils/split-str.js","../src/utils/add-event-listeners.js","../src/utils/remove-event-listeners.js","../src/utils/get-window-for-element.js","../src/inputjs/input-constructor.js","../src/utils/in-array.js","../src/input/pointerevent.js","../src/utils/to-array.js","../src/utils/unique-array.js","../src/input/touch.js","../src/input/mouse.js","../src/input/touchmouse.js","../src/utils/invoke-array-arg.js","../src/recognizerjs/recognizer-consts.js","../src/utils/unique-id.js","../src/recognizerjs/get-recognizer-by-name-if-manager.js","../src/recognizerjs/state-str.js","../src/recognizerjs/recognizer-constructor.js","../src/recognizers/tap.js","../src/recognizers/attribute.js","../src/recognizerjs/direction-str.js","../src/recognizers/pan.js","../src/recognizers/swipe.js","../src/recognizers/pinch.js","../src/recognizers/rotate.js","../src/recognizers/press.js","../src/defaults.js","../src/manager.js","../src/inputjs/create-input-instance.js","../src/input/singletouch.js","../src/utils/deprecate.js","../src/utils/extend.js","../src/utils/merge.js","../src/utils/inherit.js","../src/utils/bind-fn.js","../src/hammer.js"],"sourcesContent":["/**\n * @private\n * extend object.\n * means that properties in dest will be overwritten by the ones in src.\n * @param {Object} target\n * @param {...Object} objects_to_assign\n * @returns {Object} target\n */\nlet assign;\nif (typeof Object.assign !== 'function') {\n assign = function assign(target) {\n if (target === undefined || target === null) {\n throw new TypeError('Cannot convert undefined or null to object');\n }\n\n let output = Object(target);\n for (let index = 1; index < arguments.length; index++) {\n const source = arguments[index];\n if (source !== undefined && source !== null) {\n for (const nextKey in source) {\n if (source.hasOwnProperty(nextKey)) {\n output[nextKey] = source[nextKey];\n }\n }\n }\n }\n return output;\n };\n} else {\n assign = Object.assign;\n}\n\nexport default assign;","/* eslint-disable no-new-func, no-nested-ternary */\n\nlet win;\n\nif (typeof window === \"undefined\") {\n\t// window is undefined in node.js\n\twin = {};\n} else {\n\twin = window;\n}\n/* eslint-enable no-new-func, no-nested-ternary */\n\nexport {win as window};\n","\nconst VENDOR_PREFIXES = ['', 'webkit', 'Moz', 'MS', 'ms', 'o'];\nconst TEST_ELEMENT = typeof document === \"undefined\" ? {style: {}} : document.createElement('div');\n\nconst TYPE_FUNCTION = 'function';\n\nconst { round, abs } = Math;\nconst { now } = Date;\n\nexport {\n VENDOR_PREFIXES,\n TEST_ELEMENT,\n TYPE_FUNCTION,\n round,\n abs,\n now\n};\n","import { VENDOR_PREFIXES } from './utils-consts';\n/**\n * @private\n * get the prefixed property\n * @param {Object} obj\n * @param {String} property\n * @returns {String|Undefined} prefixed\n */\nexport default function prefixed(obj, property) {\n let prefix;\n let prop;\n let camelProp = property[0].toUpperCase() + property.slice(1);\n\n let i = 0;\n while (i < VENDOR_PREFIXES.length) {\n prefix = VENDOR_PREFIXES[i];\n prop = (prefix) ? prefix + camelProp : property;\n\n if (prop in obj) {\n return prop;\n }\n i++;\n }\n return undefined;\n}\n","import prefixed from '../utils/prefixed';\nimport { TEST_ELEMENT } from '../utils/utils-consts';\nimport {window} from '../browser';\n\nexport const PREFIXED_TOUCH_ACTION = prefixed(TEST_ELEMENT.style, 'touchAction');\nexport const NATIVE_TOUCH_ACTION = PREFIXED_TOUCH_ACTION !== undefined;\n\nexport default function getTouchActionProps() {\n if (!NATIVE_TOUCH_ACTION) {\n return false;\n }\n let touchMap = {};\n let cssSupports = window.CSS && window.CSS.supports;\n ['auto', 'manipulation', 'pan-y', 'pan-x', 'pan-x pan-y', 'none'].forEach((val) => {\n\n // If css.supports is not supported but there is native touch-action assume it supports\n // all values. This is the case for IE 10 and 11.\n return touchMap[val] = cssSupports ? window.CSS.supports('touch-action', val) : true;\n });\n return touchMap;\n}\n","import getTouchActionProps from './get-touchaction-props';\n\n\n\n// magical touchAction value\nconst TOUCH_ACTION_COMPUTE = 'compute';\nconst TOUCH_ACTION_AUTO = 'auto';\nconst TOUCH_ACTION_MANIPULATION = 'manipulation'; // not implemented\nconst TOUCH_ACTION_NONE = 'none';\nconst TOUCH_ACTION_PAN_X = 'pan-x';\nconst TOUCH_ACTION_PAN_Y = 'pan-y';\nconst TOUCH_ACTION_MAP = getTouchActionProps();\n\nexport {\n TOUCH_ACTION_AUTO,\n TOUCH_ACTION_COMPUTE,\n TOUCH_ACTION_MANIPULATION,\n TOUCH_ACTION_NONE,\n TOUCH_ACTION_PAN_X,\n TOUCH_ACTION_PAN_Y,\n TOUCH_ACTION_MAP\n};\n","import prefixed from '../utils/prefixed';\nimport {window} from \"../browser\";\n\nconst MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i;\n\nconst SUPPORT_TOUCH = ('ontouchstart' in window);\nconst SUPPORT_POINTER_EVENTS = prefixed(window, 'PointerEvent') !== undefined;\nconst SUPPORT_ONLY_TOUCH = SUPPORT_TOUCH && MOBILE_REGEX.test(navigator.userAgent);\n\nconst INPUT_TYPE_TOUCH = 'touch';\nconst INPUT_TYPE_PEN = 'pen';\nconst INPUT_TYPE_MOUSE = 'mouse';\nconst INPUT_TYPE_KINECT = 'kinect';\n\nconst COMPUTE_INTERVAL = 25;\n\nconst INPUT_START = 1;\nconst INPUT_MOVE = 2;\nconst INPUT_END = 4;\nconst INPUT_CANCEL = 8;\n\nconst DIRECTION_NONE = 1;\nconst DIRECTION_LEFT = 2;\nconst DIRECTION_RIGHT = 4;\nconst DIRECTION_UP = 8;\nconst DIRECTION_DOWN = 16;\n\nconst DIRECTION_HORIZONTAL = DIRECTION_LEFT | DIRECTION_RIGHT;\nconst DIRECTION_VERTICAL = DIRECTION_UP | DIRECTION_DOWN;\nconst DIRECTION_ALL = DIRECTION_HORIZONTAL | DIRECTION_VERTICAL;\n\nconst PROPS_XY = ['x', 'y'];\nconst PROPS_CLIENT_XY = ['clientX', 'clientY'];\n\nexport {\n MOBILE_REGEX,\n SUPPORT_ONLY_TOUCH,\n SUPPORT_POINTER_EVENTS,\n SUPPORT_TOUCH,\n INPUT_TYPE_KINECT,\n INPUT_TYPE_MOUSE,\n INPUT_TYPE_PEN,\n INPUT_TYPE_TOUCH,\n COMPUTE_INTERVAL,\n INPUT_START,\n INPUT_MOVE,\n INPUT_END,\n INPUT_CANCEL,\n DIRECTION_NONE,\n DIRECTION_LEFT,\n DIRECTION_RIGHT,\n DIRECTION_UP,\n DIRECTION_DOWN,\n DIRECTION_HORIZONTAL,\n DIRECTION_VERTICAL,\n DIRECTION_ALL,\n PROPS_XY,\n PROPS_CLIENT_XY\n};\n","/**\n * @private\n * walk objects and arrays\n * @param {Object} obj\n * @param {Function} iterator\n * @param {Object} context\n */\nexport default function each(obj, iterator, context) {\n let i;\n\n if (!obj) {\n return;\n }\n\n if (obj.forEach) {\n obj.forEach(iterator, context);\n } else if (obj.length !== undefined) {\n i = 0;\n while (i < obj.length) {\n iterator.call(context, obj[i], i, obj);\n i++;\n }\n } else {\n for (i in obj) {\n obj.hasOwnProperty(i) && iterator.call(context, obj[i], i, obj);\n }\n }\n}\n","import { TYPE_FUNCTION } from './utils-consts';\n/**\n * @private\n * let a boolean value also be a function that must return a boolean\n * this first item in args will be used as the context\n * @param {Boolean|Function} val\n * @param {Array} [args]\n * @returns {Boolean}\n */\nexport default function boolOrFn(val, args) {\n if (typeof val === TYPE_FUNCTION) {\n return val.apply(args ? args[0] || undefined : undefined, args);\n }\n return val;\n}\n","/**\n * @private\n * small indexOf wrapper\n * @param {String} str\n * @param {String} find\n * @returns {Boolean} found\n */\nexport default function inStr(str, find) {\n return str.indexOf(find) > -1;\n}\n","import {\n TOUCH_ACTION_COMPUTE,\n TOUCH_ACTION_MAP,\n TOUCH_ACTION_NONE,\n TOUCH_ACTION_PAN_X,\n TOUCH_ACTION_PAN_Y\n} from './touchaction-Consts';\nimport {\n NATIVE_TOUCH_ACTION,\n PREFIXED_TOUCH_ACTION,\n} from \"./get-touchaction-props\";\nimport {\n DIRECTION_VERTICAL,\n DIRECTION_HORIZONTAL\n} from '../inputjs/input-consts';\nimport each from '../utils/each';\nimport boolOrFn from '../utils/bool-or-fn';\nimport inStr from '../utils/in-str';\nimport cleanTouchActions from './clean-touch-actions';\n\n/**\n * @private\n * Touch Action\n * sets the touchAction property or uses the js alternative\n * @param {Manager} manager\n * @param {String} value\n * @constructor\n */\nexport default class TouchAction {\n constructor(manager, value) {\n this.manager = manager;\n this.set(value);\n }\n\n /**\n * @private\n * set the touchAction value on the element or enable the polyfill\n * @param {String} value\n */\n set(value) {\n // find out the touch-action by the event handlers\n if (value === TOUCH_ACTION_COMPUTE) {\n value = this.compute();\n }\n\n if (NATIVE_TOUCH_ACTION && this.manager.element.style && TOUCH_ACTION_MAP[value]) {\n this.manager.element.style[PREFIXED_TOUCH_ACTION] = value;\n }\n this.actions = value.toLowerCase().trim();\n }\n\n /**\n * @private\n * just re-set the touchAction value\n */\n update() {\n this.set(this.manager.options.touchAction);\n }\n\n /**\n * @private\n * compute the value for the touchAction property based on the recognizer's settings\n * @returns {String} value\n */\n compute() {\n let actions = [];\n each(this.manager.recognizers, (recognizer) => {\n if (boolOrFn(recognizer.options.enable, [recognizer])) {\n actions = actions.concat(recognizer.getTouchAction());\n }\n });\n return cleanTouchActions(actions.join(' '));\n }\n\n /**\n * @private\n * this method is called on each input cycle and provides the preventing of the browser behavior\n * @param {Object} input\n */\n preventDefaults(input) {\n let { srcEvent } = input;\n let direction = input.offsetDirection;\n\n // if the touch action did prevented once this session\n if (this.manager.session.prevented) {\n srcEvent.preventDefault();\n return;\n }\n\n let { actions } = this;\n let hasNone = inStr(actions, TOUCH_ACTION_NONE) && !TOUCH_ACTION_MAP[TOUCH_ACTION_NONE];\n let hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_Y];\n let hasPanX = inStr(actions, TOUCH_ACTION_PAN_X) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_X];\n\n if (hasNone) {\n // do not prevent defaults if this is a tap gesture\n let isTapPointer = input.pointers.length === 1;\n let isTapMovement = input.distance < 2;\n let isTapTouchTime = input.deltaTime < 250;\n\n if (isTapPointer && isTapMovement && isTapTouchTime) {\n return;\n }\n }\n\n if (hasPanX && hasPanY) {\n // `pan-x pan-y` means browser handles all scrolling/panning, do not prevent\n return;\n }\n\n if (hasNone ||\n (hasPanY && direction & DIRECTION_HORIZONTAL) ||\n (hasPanX && direction & DIRECTION_VERTICAL)) {\n return this.preventSrc(srcEvent);\n }\n }\n\n /**\n * @private\n * call preventDefault to prevent the browser's default behavior (scrolling in most cases)\n * @param {Object} srcEvent\n */\n preventSrc(srcEvent) {\n this.manager.session.prevented = true;\n srcEvent.preventDefault();\n }\n}\n","import inStr from '../utils/in-str';\nimport {\n TOUCH_ACTION_NONE,\n TOUCH_ACTION_PAN_X,\n TOUCH_ACTION_PAN_Y,\n TOUCH_ACTION_MANIPULATION,\n TOUCH_ACTION_AUTO\n} from './touchaction-Consts';\n\n/**\n * @private\n * when the touchActions are collected they are not a valid value, so we need to clean things up. *\n * @param {String} actions\n * @returns {*}\n */\nexport default function cleanTouchActions(actions) {\n // none\n if (inStr(actions, TOUCH_ACTION_NONE)) {\n return TOUCH_ACTION_NONE;\n }\n\n let hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);\n let hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);\n\n // if both pan-x and pan-y are set (different recognizers\n // for different directions, e.g. horizontal pan but vertical swipe?)\n // we need none (as otherwise with pan-x pan-y combined none of these\n // recognizers will work, since the browser would handle all panning\n if (hasPanX && hasPanY) {\n return TOUCH_ACTION_NONE;\n }\n\n // pan-x OR pan-y\n if (hasPanX || hasPanY) {\n return hasPanX ? TOUCH_ACTION_PAN_X : TOUCH_ACTION_PAN_Y;\n }\n\n // manipulation\n if (inStr(actions, TOUCH_ACTION_MANIPULATION)) {\n return TOUCH_ACTION_MANIPULATION;\n }\n\n return TOUCH_ACTION_AUTO;\n}\n","/**\n * @private\n * find if a node is in the given parent\n * @method hasParent\n * @param {HTMLElement} node\n * @param {HTMLElement} parent\n * @return {Boolean} found\n */\nexport default function hasParent(node, parent) {\n while (node) {\n if (node === parent) {\n return true;\n }\n node = node.parentNode;\n }\n return false;\n}\n","import { round } from '../utils/utils-consts';\n\n/**\n * @private\n * get the center of all the pointers\n * @param {Array} pointers\n * @return {Object} center contains `x` and `y` properties\n */\nexport default function getCenter(pointers) {\n let pointersLength = pointers.length;\n\n // no need to loop when only one touch\n if (pointersLength === 1) {\n return {\n x: round(pointers[0].clientX),\n y: round(pointers[0].clientY)\n };\n }\n\n let x = 0;\n let y = 0;\n let i = 0;\n while (i < pointersLength) {\n x += pointers[i].clientX;\n y += pointers[i].clientY;\n i++;\n }\n\n return {\n x: round(x / pointersLength),\n y: round(y / pointersLength)\n };\n}\n","import { now,round } from '../utils/utils-consts';\nimport getCenter from './get-center';\n\n/**\n * @private\n * create a simple clone from the input used for storage of firstInput and firstMultiple\n * @param {Object} input\n * @returns {Object} clonedInputData\n */\nexport default function simpleCloneInputData(input) {\n // make a simple copy of the pointers because we will get a reference if we don't\n // we only need clientXY for the calculations\n let pointers = [];\n let i = 0;\n while (i < input.pointers.length) {\n pointers[i] = {\n clientX: round(input.pointers[i].clientX),\n clientY: round(input.pointers[i].clientY)\n };\n i++;\n }\n\n return {\n timeStamp: now(),\n pointers,\n center: getCenter(pointers),\n deltaX: input.deltaX,\n deltaY: input.deltaY\n };\n}\n","import { PROPS_XY } from './input-consts';\n\n/**\n * @private\n * calculate the absolute distance between two points\n * @param {Object} p1 {x, y}\n * @param {Object} p2 {x, y}\n * @param {Array} [props] containing x and y keys\n * @return {Number} distance\n */\nexport default function getDistance(p1, p2, props) {\n if (!props) {\n props = PROPS_XY;\n }\n let x = p2[props[0]] - p1[props[0]];\n let y = p2[props[1]] - p1[props[1]];\n\n return Math.sqrt((x * x) + (y * y));\n}\n","import { PROPS_XY } from './input-consts';\n\n/**\n * @private\n * calculate the angle between two coordinates\n * @param {Object} p1\n * @param {Object} p2\n * @param {Array} [props] containing x and y keys\n * @return {Number} angle\n */\nexport default function getAngle(p1, p2, props) {\n if (!props) {\n props = PROPS_XY;\n }\n let x = p2[props[0]] - p1[props[0]];\n let y = p2[props[1]] - p1[props[1]];\n return Math.atan2(y, x) * 180 / Math.PI;\n}\n","import { abs } from '../utils/utils-consts';\nimport { DIRECTION_NONE,DIRECTION_LEFT,DIRECTION_RIGHT,DIRECTION_UP,DIRECTION_DOWN } from './input-consts';\n\n/**\n * @private\n * get the direction between two points\n * @param {Number} x\n * @param {Number} y\n * @return {Number} direction\n */\nexport default function getDirection(x, y) {\n if (x === y) {\n return DIRECTION_NONE;\n }\n\n if (abs(x) >= abs(y)) {\n return x < 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;\n }\n return y < 0 ? DIRECTION_UP : DIRECTION_DOWN;\n}\n","/**\n * @private\n * calculate the velocity between two points. unit is in px per ms.\n * @param {Number} deltaTime\n * @param {Number} x\n * @param {Number} y\n * @return {Object} velocity `x` and `y`\n */\nexport default function getVelocity(deltaTime, x, y) {\n return {\n x: x / deltaTime || 0,\n y: y / deltaTime || 0\n };\n}\n","import { now } from '../utils/utils-consts';\nimport { abs } from '../utils/utils-consts';\nimport hasParent from '../utils/has-parent';\nimport simpleCloneInputData from './simple-clone-input-data';\nimport getCenter from './get-center';\nimport getDistance from './get-distance';\nimport getAngle from './get-angle';\nimport getDirection from './get-direction';\nimport computeDeltaXY from './compute-delta-xy';\nimport getVelocity from './get-velocity';\nimport getScale from './get-scale';\nimport getRotation from './get-rotation';\nimport computeIntervalInputData from './compute-interval-input-data';\n\n/**\n* @private\n * extend the data with some usable properties like scale, rotate, velocity etc\n * @param {Object} manager\n * @param {Object} input\n */\nexport default function computeInputData(manager, input) {\n let { session } = manager;\n let { pointers } = input;\n let { length:pointersLength } = pointers;\n\n // store the first input to calculate the distance and direction\n if (!session.firstInput) {\n session.firstInput = simpleCloneInputData(input);\n }\n\n // to compute scale and rotation we need to store the multiple touches\n if (pointersLength > 1 && !session.firstMultiple) {\n session.firstMultiple = simpleCloneInputData(input);\n } else if (pointersLength === 1) {\n session.firstMultiple = false;\n }\n\n let { firstInput, firstMultiple } = session;\n let offsetCenter = firstMultiple ? firstMultiple.center : firstInput.center;\n\n let center = input.center = getCenter(pointers);\n input.timeStamp = now();\n input.deltaTime = input.timeStamp - firstInput.timeStamp;\n\n input.angle = getAngle(offsetCenter, center);\n input.distance = getDistance(offsetCenter, center);\n\n computeDeltaXY(session, input);\n input.offsetDirection = getDirection(input.deltaX, input.deltaY);\n\n let overallVelocity = getVelocity(input.deltaTime, input.deltaX, input.deltaY);\n input.overallVelocityX = overallVelocity.x;\n input.overallVelocityY = overallVelocity.y;\n input.overallVelocity = (abs(overallVelocity.x) > abs(overallVelocity.y)) ? overallVelocity.x : overallVelocity.y;\n\n input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;\n input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;\n\n input.maxPointers = !session.prevInput ? input.pointers.length : ((input.pointers.length >\n session.prevInput.maxPointers) ? input.pointers.length : session.prevInput.maxPointers);\n\n computeIntervalInputData(session, input);\n\n // find the correct target\n let target = manager.element;\n const srcEvent = input.srcEvent;\n let srcEventTarget;\n\n if (srcEvent.composedPath) {\n srcEventTarget = srcEvent.composedPath()[0];\n } else if (srcEvent.path) {\n srcEventTarget = srcEvent.path[0];\n } else {\n srcEventTarget = srcEvent.target;\n }\n\n if (hasParent(srcEventTarget, target)) {\n target = srcEventTarget;\n }\n input.target = target;\n}\n","import { INPUT_START, INPUT_END } from './input-consts';\n\nexport default function computeDeltaXY(session, input) {\n let { center } = input;\n // let { offsetDelta:offset = {}, prevDelta = {}, prevInput = {} } = session;\n // jscs throwing error on defalut destructured values and without defaults tests fail\n let offset = session.offsetDelta || {};\n let prevDelta = session.prevDelta || {};\n let prevInput = session.prevInput || {};\n\n if (input.eventType === INPUT_START || prevInput.eventType === INPUT_END) {\n prevDelta = session.prevDelta = {\n x: prevInput.deltaX || 0,\n y: prevInput.deltaY || 0\n };\n\n offset = session.offsetDelta = {\n x: center.x,\n y: center.y\n };\n }\n\n input.deltaX = prevDelta.x + (center.x - offset.x);\n input.deltaY = prevDelta.y + (center.y - offset.y);\n}\n","import { PROPS_CLIENT_XY } from './input-consts';\nimport getDistance from './get-distance';\n/**\n * @private\n * calculate the scale factor between two pointersets\n * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out\n * @param {Array} start array of pointers\n * @param {Array} end array of pointers\n * @return {Number} scale\n */\nexport default function getScale(start, end) {\n return getDistance(end[0], end[1], PROPS_CLIENT_XY) / getDistance(start[0], start[1], PROPS_CLIENT_XY);\n}\n","import getAngle from './get-angle';\nimport { PROPS_CLIENT_XY } from './input-consts';\n\n/**\n * @private\n * calculate the rotation degrees between two pointersets\n * @param {Array} start array of pointers\n * @param {Array} end array of pointers\n * @return {Number} rotation\n */\nexport default function getRotation(start, end) {\n return getAngle(end[1], end[0], PROPS_CLIENT_XY) + getAngle(start[1], start[0], PROPS_CLIENT_XY);\n}\n","import { INPUT_CANCEL,COMPUTE_INTERVAL } from './input-consts';\nimport { abs } from '../utils/utils-consts';\nimport getVelocity from './get-velocity';\nimport getDirection from './get-direction';\n\n/**\n * @private\n * velocity is calculated every x ms\n * @param {Object} session\n * @param {Object} input\n */\nexport default function computeIntervalInputData(session, input) {\n let last = session.lastInterval || input;\n let deltaTime = input.timeStamp - last.timeStamp;\n let velocity;\n let velocityX;\n let velocityY;\n let direction;\n\n if (input.eventType !== INPUT_CANCEL && (deltaTime > COMPUTE_INTERVAL || last.velocity === undefined)) {\n let deltaX = input.deltaX - last.deltaX;\n let deltaY = input.deltaY - last.deltaY;\n\n let v = getVelocity(deltaTime, deltaX, deltaY);\n velocityX = v.x;\n velocityY = v.y;\n velocity = (abs(v.x) > abs(v.y)) ? v.x : v.y;\n direction = getDirection(deltaX, deltaY);\n\n session.lastInterval = input;\n } else {\n // use latest velocity info if it doesn't overtake a minimum period\n velocity = last.velocity;\n velocityX = last.velocityX;\n velocityY = last.velocityY;\n direction = last.direction;\n }\n\n input.velocity = velocity;\n input.velocityX = velocityX;\n input.velocityY = velocityY;\n input.direction = direction;\n}\n","import { INPUT_START,INPUT_END,INPUT_CANCEL } from './input-consts';\nimport computeInputData from './compute-input-data';\n\n/**\n * @private\n * handle input events\n * @param {Manager} manager\n * @param {String} eventType\n * @param {Object} input\n */\nexport default function inputHandler(manager, eventType, input) {\n let pointersLen = input.pointers.length;\n let changedPointersLen = input.changedPointers.length;\n let isFirst = (eventType & INPUT_START && (pointersLen - changedPointersLen === 0));\n let isFinal = (eventType & (INPUT_END | INPUT_CANCEL) && (pointersLen - changedPointersLen === 0));\n\n input.isFirst = !!isFirst;\n input.isFinal = !!isFinal;\n\n if (isFirst) {\n manager.session = {};\n }\n\n // source event is the normalized value of the domEvents\n // like 'touchstart, mouseup, pointerdown'\n input.eventType = eventType;\n\n // compute scale, rotation etc\n computeInputData(manager, input);\n\n // emit secret event\n manager.emit('hammer.input', input);\n\n manager.recognize(input);\n manager.session.prevInput = input;\n}\n","/**\n * @private\n * split string on whitespace\n * @param {String} str\n * @returns {Array} words\n */\n\nexport default function splitStr(str) {\n return str.trim().split(/\\s+/g);\n}\n","import each from './each';\nimport splitStr from './split-str';\n/**\n * @private\n * addEventListener with multiple events at once\n * @param {EventTarget} target\n * @param {String} types\n * @param {Function} handler\n */\nexport default function addEventListeners(target, types, handler) {\n each(splitStr(types), (type) => {\n target.addEventListener(type, handler, false);\n });\n}\n","import each from './each';\nimport splitStr from './split-str';\n/**\n * @private\n * removeEventListener with multiple events at once\n * @param {EventTarget} target\n * @param {String} types\n * @param {Function} handler\n */\nexport default function removeEventListeners(target, types, handler) {\n each(splitStr(types), (type) => {\n target.removeEventListener(type, handler, false);\n });\n}\n","/**\n * @private\n * get the window object of an element\n * @param {HTMLElement} element\n * @returns {DocumentView|Window}\n */\nexport default function getWindowForElement(element) {\n let doc = element.ownerDocument || element;\n return (doc.defaultView || doc.parentWindow || window);\n}\n","import boolOrFn from '../utils/bool-or-fn';\nimport addEventListeners from '../utils/add-event-listeners';\nimport removeEventListeners from '../utils/remove-event-listeners';\nimport getWindowForElement from '../utils/get-window-for-element';\n\n/**\n * @private\n * create new input type manager\n * @param {Manager} manager\n * @param {Function} callback\n * @returns {Input}\n * @constructor\n */\nexport default class Input {\n constructor(manager, callback) {\n let self = this;\n this.manager = manager;\n this.callback = callback;\n this.element = manager.element;\n this.target = manager.options.inputTarget;\n\n // smaller wrapper around the handler, for the scope and the enabled state of the manager,\n // so when disabled the input events are completely bypassed.\n this.domHandler = function(ev) {\n if (boolOrFn(manager.options.enable, [manager])) {\n self.handler(ev);\n }\n };\n\n this.init();\n\n }\n /**\n * @private\n * should handle the inputEvent data and trigger the callback\n * @virtual\n */\n handler() { }\n\n /**\n * @private\n * bind the events\n */\n init() {\n this.evEl && addEventListeners(this.element, this.evEl, this.domHandler);\n this.evTarget && addEventListeners(this.target, this.evTarget, this.domHandler);\n this.evWin && addEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);\n }\n\n /**\n * @private\n * unbind the events\n */\n destroy() {\n this.evEl && removeEventListeners(this.element, this.evEl, this.domHandler);\n this.evTarget && removeEventListeners(this.target, this.evTarget, this.domHandler);\n this.evWin && removeEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);\n }\n}\n","/**\n * @private\n * find if a array contains the object using indexOf or a simple polyFill\n * @param {Array} src\n * @param {String} find\n * @param {String} [findByKey]\n * @return {Boolean|Number} false when not found, or the index\n */\nexport default function inArray(src, find, findByKey) {\n if (src.indexOf && !findByKey) {\n return src.indexOf(find);\n } else {\n let i = 0;\n while (i < src.length) {\n if ((findByKey && src[i][findByKey] == find) || (!findByKey && src[i] === find)) {// do not use === here, test fails\n return i;\n }\n i++;\n }\n return -1;\n }\n}\n","import {\n INPUT_START,\n INPUT_END,\n INPUT_CANCEL,\n INPUT_MOVE,\n INPUT_TYPE_TOUCH,\n INPUT_TYPE_MOUSE,\n INPUT_TYPE_PEN,\n INPUT_TYPE_KINECT\n} from '../inputjs/input-consts';\nimport {window} from \"../browser\";\nimport Input from '../inputjs/input-constructor';\nimport inArray from '../utils/in-array';\n\nconst POINTER_INPUT_MAP = {\n pointerdown: INPUT_START,\n pointermove: INPUT_MOVE,\n pointerup: INPUT_END,\n pointercancel: INPUT_CANCEL,\n pointerout: INPUT_CANCEL\n};\n\n// in IE10 the pointer types is defined as an enum\nconst IE10_POINTER_TYPE_ENUM = {\n 2: INPUT_TYPE_TOUCH,\n 3: INPUT_TYPE_PEN,\n 4: INPUT_TYPE_MOUSE,\n 5: INPUT_TYPE_KINECT // see https://twitter.com/jacobrossi/status/480596438489890816\n};\n\nlet POINTER_ELEMENT_EVENTS = 'pointerdown';\nlet POINTER_WINDOW_EVENTS = 'pointermove pointerup pointercancel';\n\n// IE10 has prefixed support, and case-sensitive\nif (window.MSPointerEvent && !window.PointerEvent) {\n POINTER_ELEMENT_EVENTS = 'MSPointerDown';\n POINTER_WINDOW_EVENTS = 'MSPointerMove MSPointerUp MSPointerCancel';\n}\n\n/**\n * @private\n * Pointer events input\n * @constructor\n * @extends Input\n */\nexport default class PointerEventInput extends Input {\n constructor() {\n var proto = PointerEventInput.prototype;\n\n proto.evEl = POINTER_ELEMENT_EVENTS;\n proto.evWin = POINTER_WINDOW_EVENTS;\n super(...arguments);\n this.store = (this.manager.session.pointerEvents = []);\n }\n\n /**\n * @private\n * handle mouse events\n * @param {Object} ev\n */\n handler(ev) {\n let { store } = this;\n let removePointer = false;\n\n let eventTypeNormalized = ev.type.toLowerCase().replace('ms', '');\n let eventType = POINTER_INPUT_MAP[eventTypeNormalized];\n let pointerType = IE10_POINTER_TYPE_ENUM[ev.pointerType] || ev.pointerType;\n\n let isTouch = (pointerType === INPUT_TYPE_TOUCH);\n\n // get index of the event in the store\n let storeIndex = inArray(store, ev.pointerId, 'pointerId');\n\n // start and mouse must be down\n if (eventType & INPUT_START && (ev.button === 0 || isTouch)) {\n if (storeIndex < 0) {\n store.push(ev);\n storeIndex = store.length - 1;\n }\n } else if (eventType & (INPUT_END | INPUT_CANCEL)) {\n removePointer = true;\n }\n\n // it not found, so the pointer hasn't been down (so it's probably a hover)\n if (storeIndex < 0) {\n return;\n }\n\n // update the event in the store\n store[storeIndex] = ev;\n\n this.callback(this.manager, eventType, {\n pointers: store,\n changedPointers: [ev],\n pointerType,\n srcEvent: ev\n });\n\n if (removePointer) {\n // remove from the store\n store.splice(storeIndex, 1);\n }\n }\n}\n","/**\n * @private\n * convert array-like objects to real arrays\n * @param {Object} obj\n * @returns {Array}\n */\nexport default function toArray(obj) {\n return Array.prototype.slice.call(obj, 0);\n}\n","import inArray from './in-array';\n\n/**\n * @private\n * unique array with objects based on a key (like 'id') or just by the array's value\n * @param {Array} src [{id:1},{id:2},{id:1}]\n * @param {String} [key]\n * @param {Boolean} [sort=False]\n * @returns {Array} [{id:1},{id:2}]\n */\nexport default function uniqueArray(src, key, sort) {\n let results = [];\n let values = [];\n let i = 0;\n\n while (i < src.length) {\n let val = key ? src[i][key] : src[i];\n if (inArray(values, val) < 0) {\n results.push(src[i]);\n }\n values[i] = val;\n i++;\n }\n\n if (sort) {\n if (!key) {\n results = results.sort();\n } else {\n results = results.sort((a, b) => {\n return a[key] > b[key];\n });\n }\n }\n\n return results;\n}\n","import {\n INPUT_START,\n INPUT_MOVE,\n INPUT_END,\n INPUT_CANCEL,\n INPUT_TYPE_TOUCH\n} from '../inputjs/input-consts';\nimport Input from '../inputjs/input-constructor';\nimport toArray from '../utils/to-array';\nimport hasParent from '../utils/has-parent';\nimport uniqueArray from '../utils/unique-array';\n\nconst TOUCH_INPUT_MAP = {\n touchstart: INPUT_START,\n touchmove: INPUT_MOVE,\n touchend: INPUT_END,\n touchcancel: INPUT_CANCEL\n};\n\nconst TOUCH_TARGET_EVENTS = 'touchstart touchmove touchend touchcancel';\n\n/**\n * @private\n * Multi-user touch events input\n * @constructor\n * @extends Input\n */\nexport default class TouchInput extends Input {\n constructor() {\n TouchInput.prototype.evTarget = TOUCH_TARGET_EVENTS;\n super(...arguments);\n this.targetIds = {};\n // this.evTarget = TOUCH_TARGET_EVENTS;\n }\n handler(ev) {\n let type = TOUCH_INPUT_MAP[ev.type];\n let touches = getTouches.call(this, ev, type);\n if (!touches) {\n return;\n }\n\n this.callback(this.manager, type, {\n pointers: touches[0],\n changedPointers: touches[1],\n pointerType: INPUT_TYPE_TOUCH,\n srcEvent: ev\n });\n }\n}\n\n/**\n * @private\n * @this {TouchInput}\n * @param {Object} ev\n * @param {Number} type flag\n * @returns {undefined|Array} [all, changed]\n */\nfunction getTouches(ev, type) {\n let allTouches = toArray(ev.touches);\n let { targetIds } = this;\n\n // when there is only one touch, the process can be simplified\n if (type & (INPUT_START | INPUT_MOVE) && allTouches.length === 1) {\n targetIds[allTouches[0].identifier] = true;\n return [allTouches, allTouches];\n }\n\n let i;\n let targetTouches;\n let changedTouches = toArray(ev.changedTouches);\n let changedTargetTouches = [];\n let { target } = this;\n\n // get target touches from touches\n targetTouches = allTouches.filter((touch) => {\n return hasParent(touch.target, target);\n });\n\n // collect touches\n if (type === INPUT_START) {\n i = 0;\n while (i < targetTouches.length) {\n targetIds[targetTouches[i].identifier] = true;\n i++;\n }\n }\n\n // filter changed touches to only contain touches that exist in the collected target ids\n i = 0;\n while (i < changedTouches.length) {\n if (targetIds[changedTouches[i].identifier]) {\n changedTargetTouches.push(changedTouches[i]);\n }\n\n // cleanup removed touches\n if (type & (INPUT_END | INPUT_CANCEL)) {\n delete targetIds[changedTouches[i].identifier];\n }\n i++;\n }\n\n if (!changedTargetTouches.length) {\n return;\n }\n\n return [\n // merge targetTouches with changedTargetTouches so it contains ALL touches, including 'end' and 'cancel'\n uniqueArray(targetTouches.concat(changedTargetTouches), 'identifier', true),\n changedTargetTouches\n ];\n}\n","import {\n INPUT_START,\n INPUT_MOVE,\n INPUT_END,\n INPUT_TYPE_MOUSE\n} from '../inputjs/input-consts';\nimport Input from '../inputjs/input-constructor';\n\nconst MOUSE_INPUT_MAP = {\n mousedown: INPUT_START,\n mousemove: INPUT_MOVE,\n mouseup: INPUT_END\n};\n\nconst MOUSE_ELEMENT_EVENTS = 'mousedown';\nconst MOUSE_WINDOW_EVENTS = 'mousemove mouseup';\n\n/**\n * @private\n * Mouse events input\n * @constructor\n * @extends Input\n */\nexport default class MouseInput extends Input {\n constructor() {\n var proto = MouseInput.prototype;\n proto.evEl = MOUSE_ELEMENT_EVENTS;\n proto.evWin = MOUSE_WINDOW_EVENTS;\n\n super(...arguments);\n this.pressed = false; // mousedown state\n }\n\n /**\n * @private\n * handle mouse events\n * @param {Object} ev\n */\n handler(ev) {\n let eventType = MOUSE_INPUT_MAP[ev.type];\n\n // on start we want to have the left mouse button down\n if (eventType & INPUT_START && ev.button === 0) {\n this.pressed = true;\n }\n\n if (eventType & INPUT_MOVE && ev.which !== 1) {\n eventType = INPUT_END;\n }\n\n // mouse must be down\n if (!this.pressed) {\n return;\n }\n\n if (eventType & INPUT_END) {\n this.pressed = false;\n }\n\n this.callback(this.manager, eventType, {\n pointers: [ev],\n changedPointers: [ev],\n pointerType: INPUT_TYPE_MOUSE,\n srcEvent: ev\n });\n }\n}\n","import Input from \"../inputjs/input-constructor\";\nimport TouchInput from \"./touch\";\nimport MouseInput from \"./mouse\";\nimport {\n\tINPUT_START,\n\tINPUT_END,\n\tINPUT_CANCEL,\n\tINPUT_TYPE_TOUCH,\n\tINPUT_TYPE_MOUSE,\n} from \"../inputjs/input-consts\";\n\n/**\n * @private\n * Combined touch and mouse input\n *\n * Touch has a higher priority then mouse, and while touching no mouse events are allowed.\n * This because touch devices also emit mouse events while doing a touch.\n *\n * @constructor\n * @extends Input\n */\n\nconst DEDUP_TIMEOUT = 2500;\nconst DEDUP_DISTANCE = 25;\n\nfunction setLastTouch(eventData) {\n\tconst { changedPointers: [touch] } = eventData;\n\n\tif (touch.identifier === this.primaryTouch) {\n\t\tconst lastTouch = { x: touch.clientX, y: touch.clientY };\n\t\tconst lts = this.lastTouches;\n\n\t\tthis.lastTouches.push(lastTouch);\n\n\n\t\tconst removeLastTouch = function() {\n\t\t\tconst i = lts.indexOf(lastTouch);\n\n\t\t\tif (i > -1) {\n\t\t\t\tlts.splice(i, 1);\n\t\t\t}\n\t\t};\n\n\t\tsetTimeout(removeLastTouch, DEDUP_TIMEOUT);\n\t}\n}\n\n\nfunction recordTouches(eventType, eventData) {\n\tif (eventType & INPUT_START) {\n\t\tthis.primaryTouch = eventData.changedPointers[0].identifier;\n\t\tsetLastTouch.call(this, eventData);\n\t} else if (eventType & (INPUT_END | INPUT_CANCEL)) {\n\t\tsetLastTouch.call(this, eventData);\n\t}\n}\nfunction isSyntheticEvent(eventData) {\n\tconst x = eventData.srcEvent.clientX;\n\tconst y = eventData.srcEvent.clientY;\n\n\tfor (let i = 0; i < this.lastTouches.length; i++) {\n\t\tconst t = this.lastTouches[i];\n\t\tconst dx = Math.abs(x - t.x);\n\t\tconst dy = Math.abs(y - t.y);\n\n\t\tif (dx <= DEDUP_DISTANCE && dy <= DEDUP_DISTANCE) {\n\t\t\treturn true;\n\t\t}\n\t}\n\treturn false;\n}\n\n\nexport default class TouchMouseInput extends Input {\n\tconstructor(manager, callback) {\n\t\tsuper(manager, callback);\n\n\t\tthis.touch = new TouchInput(this.manager, this.handler);\n\t\tthis.mouse = new MouseInput(this.manager, this.handler);\n\t\tthis.primaryTouch = null;\n\t\tthis.lastTouches = [];\n\t}\n\n\t/**\n\t * @private\n\t * handle mouse and touch events\n\t * @param {Hammer} manager\n\t * @param {String} inputEvent\n\t * @param {Object} inputData\n\t */\n\thandler = (manager, inputEvent, inputData) => {\n\t\tconst isTouch = (inputData.pointerType === INPUT_TYPE_TOUCH);\n\t\tconst isMouse = (inputData.pointerType === INPUT_TYPE_MOUSE);\n\n\t\tif (isMouse && inputData.sourceCapabilities && inputData.sourceCapabilities.firesTouchEvents) {\n\t\t\treturn;\n\t\t}\n\n\t\t// when we're in a touch event, record touches to de-dupe synthetic mouse event\n\t\tif (isTouch) {\n\t\t\trecordTouches.call(this, inputEvent, inputData);\n\t\t} else if (isMouse && isSyntheticEvent.call(this, inputData)) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis.callback(manager, inputEvent, inputData);\n\t}\n\n\t/**\n\t * @private\n\t * remove the event listeners\n\t */\n\tdestroy() {\n\t\tthis.touch.destroy();\n\t\tthis.mouse.destroy();\n\t}\n}\n","import each from './each';\n/**\n * @private\n * if the argument is an array, we want to execute the fn on each entry\n * if it aint an array we don't want to do a thing.\n * this is used by all the methods that accept a single and array argument.\n * @param {*|Array} arg\n * @param {String} fn\n * @param {Object} [context]\n * @returns {Boolean}\n */\nexport default function invokeArrayArg(arg, fn, context) {\n if (Array.isArray(arg)) {\n each(arg, context[fn], context);\n return true;\n }\n return false;\n}\n","const STATE_POSSIBLE = 1;\nconst STATE_BEGAN = 2;\nconst STATE_CHANGED = 4;\nconst STATE_ENDED = 8;\nconst STATE_RECOGNIZED = STATE_ENDED;\nconst STATE_CANCELLED = 16;\nconst STATE_FAILED = 32;\n\nexport {\n STATE_POSSIBLE,\n STATE_BEGAN,\n STATE_CHANGED,\n STATE_ENDED,\n STATE_RECOGNIZED,\n STATE_CANCELLED,\n STATE_FAILED\n};\n","/**\n * @private\n * get a unique id\n * @returns {number} uniqueId\n */\nlet _uniqueId = 1;\nexport default function uniqueId() {\n return _uniqueId++;\n}\n","/**\n * @private\n * get a recognizer by name if it is bound to a manager\n * @param {Recognizer|String} otherRecognizer\n * @param {Recognizer} recognizer\n * @returns {Recognizer}\n */\nexport default function getRecognizerByNameIfManager(otherRecognizer, recognizer) {\n let { manager } = recognizer;\n if (manager) {\n return manager.get(otherRecognizer);\n }\n return otherRecognizer;\n}\n","import {\n STATE_CANCELLED,\n STATE_ENDED,\n STATE_CHANGED,\n STATE_BEGAN\n} from './recognizer-consts';\n\n/**\n * @private\n * get a usable string, used as event postfix\n * @param {constant} state\n * @returns {String} state\n */\nexport default function stateStr(state) {\n if (state & STATE_CANCELLED) {\n return 'cancel';\n } else if (state & STATE_ENDED) {\n return 'end';\n } else if (state & STATE_CHANGED) {\n return 'move';\n } else if (state & STATE_BEGAN) {\n return 'start';\n }\n return '';\n}\n","import {\n STATE_POSSIBLE,\n STATE_ENDED,\n STATE_FAILED,\n STATE_RECOGNIZED,\n STATE_CANCELLED,\n STATE_BEGAN,\n STATE_CHANGED\n} from './recognizer-consts';\nimport assign from '../utils/assign';\nimport uniqueId from '../utils/unique-id';\nimport invokeArrayArg from '../utils/invoke-array-arg';\nimport inArray from '../utils/in-array';\nimport boolOrFn from '../utils/bool-or-fn';\nimport getRecognizerByNameIfManager from './get-recognizer-by-name-if-manager';\nimport stateStr from './state-str';\n\n/**\n * @private\n * Recognizer flow explained; *\n * All recognizers have the initial state of POSSIBLE when a input session starts.\n * The definition of a input session is from the first input until the last input, with all it's movement in it. *\n * Example session for mouse-input: mousedown -> mousemove -> mouseup\n *\n * On each recognizing cycle (see Manager.recognize) the .recognize() method is executed\n * which determines with state it should be.\n *\n * If the recognizer has the state FAILED, CANCELLED or RECOGNIZED (equals ENDED), it is reset to\n * POSSIBLE to give it another change on the next cycle.\n *\n * Possible\n * |\n * +-----+---------------+\n * | |\n * +-----+-----+ |\n * | | |\n * Failed Cancelled |\n * +-------+------+\n * | |\n * Recognized Began\n * |\n * Changed\n * |\n * Ended/Recognized\n */\n\n/**\n * @private\n * Recognizer\n * Every recognizer needs to extend from this class.\n * @constructor\n * @param {Object} options\n */\nexport default class Recognizer {\n constructor(options = {}) {\n this.options = {\n enable: true,\n ...options,\n };\n\n this.id = uniqueId();\n\n this.manager = null;\n\n // default is enable true\n this.state = STATE_POSSIBLE;\n this.simultaneous = {};\n this.requireFail = [];\n }\n\n /**\n * @private\n * set options\n * @param {Object} options\n * @return {Recognizer}\n */\n set(options) {\n assign(this.options, options);\n\n // also update the touchAction, in case something changed about the directions/enabled state\n this.manager && this.manager.touchAction.update();\n return this;\n }\n\n /**\n * @private\n * recognize simultaneous with an other recognizer.\n * @param {Recognizer} otherRecognizer\n * @returns {Recognizer} this\n */\n recognizeWith(otherRecognizer) {\n if (invokeArrayArg(otherRecognizer, 'recognizeWith', this)) {\n return this;\n }\n\n let { simultaneous } = this;\n otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);\n if (!simultaneous[otherRecognizer.id]) {\n simultaneous[otherRecognizer.id] = otherRecognizer;\n otherRecognizer.recognizeWith(this);\n }\n return this;\n }\n\n /**\n * @private\n * drop the simultaneous link. it doesnt remove the link on the other recognizer.\n * @param {Recognizer} otherRecognizer\n * @returns {Recognizer} this\n */\n dropRecognizeWith(otherRecognizer) {\n if (invokeArrayArg(otherRecognizer, 'dropRecognizeWith', this)) {\n return this;\n }\n\n otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);\n delete this.simultaneous[otherRecognizer.id];\n return this;\n }\n\n /**\n * @private\n * recognizer can only run when an other is failing\n * @param {Recognizer} otherRecognizer\n * @returns {Recognizer} this\n */\n requireFailure(otherRecognizer) {\n if (invokeArrayArg(otherRecognizer, 'requireFailure', this)) {\n return this;\n }\n\n let { requireFail } = this;\n otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);\n if (inArray(requireFail, otherRecognizer) === -1) {\n requireFail.push(otherRecognizer);\n otherRecognizer.requireFailure(this);\n }\n return this;\n }\n\n /**\n * @private\n * drop the requireFailure link. it does not remove the link on the other recognizer.\n * @param {Recognizer} otherRecognizer\n * @returns {Recognizer} this\n */\n dropRequireFailure(otherRecognizer) {\n if (invokeArrayArg(otherRecognizer, 'dropRequireFailure', this)) {\n return this;\n }\n\n otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);\n let index = inArray(this.requireFail, otherRecognizer);\n if (index > -1) {\n this.requireFail.splice(index, 1);\n }\n return this;\n }\n\n /**\n * @private\n * has require failures boolean\n * @returns {boolean}\n */\n hasRequireFailures() {\n return this.requireFail.length > 0;\n }\n\n /**\n * @private\n * if the recognizer can recognize simultaneous with an other recognizer\n * @param {Recognizer} otherRecognizer\n * @returns {Boolean}\n */\n canRecognizeWith(otherRecognizer) {\n return !!this.simultaneous[otherRecognizer.id];\n }\n\n /**\n * @private\n * You should use `tryEmit` instead of `emit` directly to check\n * that all the needed recognizers has failed before emitting.\n * @param {Object} input\n */\n emit(input) {\n let self = this;\n let { state } = this;\n\n function emit(event) {\n self.manager.emit(event, input);\n }\n\n // 'panstart' and 'panmove'\n if (state < STATE_ENDED) {\n emit(self.options.event + stateStr(state));\n }\n\n emit(self.options.event); // simple 'eventName' events\n\n if (input.additionalEvent) { // additional event(panleft, panright, pinchin, pinchout...)\n emit(input.additionalEvent);\n }\n\n // panend and pancancel\n if (state >= STATE_ENDED) {\n emit(self.options.event + stateStr(state));\n }\n }\n\n /**\n * @private\n * Check that all the require failure recognizers has failed,\n * if true, it emits a gesture event,\n * otherwise, setup the state to FAILED.\n * @param {Object} input\n */\n tryEmit(input) {\n if (this.canEmit()) {\n return this.emit(input);\n }\n // it's failing anyway\n this.state = STATE_FAILED;\n }\n\n /**\n * @private\n * can we emit?\n * @returns {boolean}\n */\n canEmit() {\n let i = 0;\n while (i < this.requireFail.length) {\n if (!(this.requireFail[i].state & (STATE_FAILED | STATE_POSSIBLE))) {\n return false;\n }\n i++;\n }\n return true;\n }\n\n /**\n * @private\n * update the recognizer\n * @param {Object} inputData\n */\n recognize(inputData) {\n // make a new copy of the inputData\n // so we can change the inputData without messing up the other recognizers\n let inputDataClone = assign({}, inputData);\n\n // is is enabled and allow recognizing?\n if (!boolOrFn(this.options.enable, [this, inputDataClone])) {\n this.reset();\n this.state = STATE_FAILED;\n return;\n }\n\n // reset when we've reached the end\n if (this.state & (STATE_RECOGNIZED | STATE_CANCELLED | STATE_FAILED)) {\n this.state = STATE_POSSIBLE;\n }\n\n this.state = this.process(inputDataClone);\n\n // the recognizer has recognized a gesture\n // so trigger an event\n if (this.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED | STATE_CANCELLED)) {\n this.tryEmit(inputDataClone);\n }\n }\n\n /**\n * @private\n * return the state of the recognizer\n * the actual recognizing happens in this method\n * @virtual\n * @param {Object} inputData\n * @returns {constant} STATE\n */\n\n /* jshint ignore:start */\n process(inputData) { }\n /* jshint ignore:end */\n\n /**\n * @private\n * return the preferred touch-action\n * @virtual\n * @returns {Array}\n */\n getTouchAction() { }\n\n /**\n * @private\n * called when the gesture isn't allowed to recognize\n * like when another is being recognized or it is disabled\n * @virtual\n */\n reset() { }\n}","import Recognizer from '../recognizerjs/recognizer-constructor';\nimport { TOUCH_ACTION_MANIPULATION } from '../touchactionjs/touchaction-Consts';\nimport {INPUT_START,INPUT_END } from '../inputjs/input-consts';\nimport {\n STATE_RECOGNIZED,\n STATE_BEGAN,\n STATE_FAILED\n} from '../recognizerjs/recognizer-consts';\nimport getDistance from '../inputjs/get-distance';\n\n/**\n * @private\n * A tap is recognized when the pointer is doing a small tap/click. Multiple taps are recognized if they occur\n * between the given interval and position. The delay option can be used to recognize multi-taps without firing\n * a single tap.\n *\n * The eventData from the emitted event contains the property `tapCount`, which contains the amount of\n * multi-taps being recognized.\n * @constructor\n * @extends Recognizer\n */\nexport default class TapRecognizer extends Recognizer {\n constructor(options = {}) {\n super({\n event: 'tap',\n pointers: 1,\n taps: 1,\n interval: 300, // max time between the multi-tap taps\n time: 250, // max time of the pointer to be down (like finger on the screen)\n threshold: 9, // a minimal movement is ok, but keep it low\n posThreshold: 10, // a multi-tap can be a bit off the initial position\n ...options,\n });\n\n // previous time and center,\n // used for tap counting\n this.pTime = false;\n this.pCenter = false;\n\n this._timer = null;\n this._input = null;\n this.count = 0;\n }\n\n getTouchAction() {\n return [TOUCH_ACTION_MANIPULATION];\n }\n\n process(input) {\n let { options } = this;\n\n let validPointers = input.pointers.length === options.pointers;\n let validMovement = input.distance < options.threshold;\n let validTouchTime = input.deltaTime < options.time;\n\n this.reset();\n\n if ((input.eventType & INPUT_START) && (this.count === 0)) {\n return this.failTimeout();\n }\n\n // we only allow little movement\n // and we've reached an end event, so a tap is possible\n if (validMovement && validTouchTime && validPointers) {\n if (input.eventType !== INPUT_END) {\n return this.failTimeout();\n }\n\n let validInterval = this.pTime ? (input.timeStamp - this.pTime < options.interval) : true;\n let validMultiTap = !this.pCenter || getDistance(this.pCenter, input.center) < options.posThreshold;\n\n this.pTime = input.timeStamp;\n this.pCenter = input.center;\n\n if (!validMultiTap || !validInterval) {\n this.count = 1;\n } else {\n this.count += 1;\n }\n\n this._input = input;\n\n // if tap count matches we have recognized it,\n // else it has began recognizing...\n let tapCount = this.count % options.taps;\n if (tapCount === 0) {\n // no failing requirements, immediately trigger the tap event\n // or wait as long as the multitap interval to trigger\n if (!this.hasRequireFailures()) {\n return STATE_RECOGNIZED;\n } else {\n this._timer = setTimeout(() => {\n this.state = STATE_RECOGNIZED;\n this.tryEmit();\n }, options.interval);\n return STATE_BEGAN;\n }\n }\n }\n return STATE_FAILED;\n }\n\n failTimeout() {\n this._timer = setTimeout(() => {\n this.state = STATE_FAILED;\n }, this.options.interval);\n return STATE_FAILED;\n }\n\n reset() {\n clearTimeout(this._timer);\n }\n\n emit() {\n if (this.state === STATE_RECOGNIZED) {\n this._input.tapCount = this.count;\n this.manager.emit(this.options.event, this._input);\n }\n }\n}\n","import Recognizer from '../recognizerjs/recognizer-constructor';\nimport {\n STATE_BEGAN,\n STATE_CHANGED,\n STATE_CANCELLED,\n STATE_ENDED,\n STATE_FAILED\n} from '../recognizerjs/recognizer-consts';\nimport {\n INPUT_CANCEL,\n INPUT_END\n} from '../inputjs/input-consts';\n\n/**\n * @private\n * This recognizer is just used as a base for the simple attribute recognizers.\n * @constructor\n * @extends Recognizer\n */\nexport default class AttrRecognizer extends Recognizer {\n constructor(options = {}) {\n super({\n pointers: 1,\n ...options,\n });\n }\n\n /**\n * @private\n * Used to check if it the recognizer receives valid input, like input.distance > 10.\n * @memberof AttrRecognizer\n * @param {Object} input\n * @returns {Boolean} recognized\n */\n attrTest(input) {\n let optionPointers = this.options.pointers;\n return optionPointers === 0 || input.pointers.length === optionPointers;\n }\n\n /**\n * @private\n * Process the input and return the state for the recognizer\n * @memberof AttrRecognizer\n * @param {Object} input\n * @returns {*} State\n */\n process(input) {\n let { state } = this;\n let { eventType } = input;\n\n let isRecognized = state & (STATE_BEGAN | STATE_CHANGED);\n let isValid = this.attrTest(input);\n\n // on cancel input and we've recognized before, return STATE_CANCELLED\n if (isRecognized && (eventType & INPUT_CANCEL || !isValid)) {\n return state | STATE_CANCELLED;\n } else if (isRecognized || isValid) {\n if (eventType & INPUT_END) {\n return state | STATE_ENDED;\n } else if (!(state & STATE_BEGAN)) {\n return STATE_BEGAN;\n }\n return state | STATE_CHANGED;\n }\n return STATE_FAILED;\n }\n}\n","import {\n DIRECTION_LEFT,\n DIRECTION_RIGHT,\n DIRECTION_UP,\n DIRECTION_DOWN\n} from '../inputjs/input-consts';\n\n/**\n * @private\n * direction cons to string\n * @param {constant} direction\n * @returns {String}\n */\nexport default function directionStr(direction) {\n if (direction === DIRECTION_DOWN) {\n return 'down';\n } else if (direction === DIRECTION_UP) {\n return 'up';\n } else if (direction === DIRECTION_LEFT) {\n return 'left';\n } else if (direction === DIRECTION_RIGHT) {\n return 'right';\n }\n return '';\n}\n","import AttrRecognizer from './attribute';\nimport {\n DIRECTION_ALL,\n DIRECTION_HORIZONTAL,\n DIRECTION_VERTICAL,\n DIRECTION_NONE,\n DIRECTION_UP,\n DIRECTION_DOWN,\n DIRECTION_LEFT,\n DIRECTION_RIGHT\n} from '../inputjs/input-consts';\nimport { STATE_BEGAN } from '../recognizerjs/recognizer-consts';\nimport { TOUCH_ACTION_PAN_X,TOUCH_ACTION_PAN_Y } from '../touchactionjs/touchaction-Consts';\nimport directionStr from '../recognizerjs/direction-str';\n\n/**\n * @private\n * Pan\n * Recognized when the pointer is down and moved in the allowed direction.\n * @constructor\n * @extends AttrRecognizer\n */\nexport default class PanRecognizer extends AttrRecognizer {\n constructor(options = {}) {\n super({\n event: 'pan',\n threshold: 10,\n pointers: 1,\n direction: DIRECTION_ALL,\n ...options,\n });\n this.pX = null;\n this.pY = null;\n }\n\n getTouchAction() {\n let { options:{ direction } } = this;\n let actions = [];\n if (direction & DIRECTION_HORIZONTAL) {\n actions.push(TOUCH_ACTION_PAN_Y);\n }\n if (direction & DIRECTION_VERTICAL) {\n actions.push(TOUCH_ACTION_PAN_X);\n }\n return actions;\n }\n\n directionTest(input) {\n let { options } = this;\n let hasMoved = true;\n let { distance } = input;\n let { direction } = input;\n let x = input.deltaX;\n let y = input.deltaY;\n\n // lock to axis?\n if (!(direction & options.direction)) {\n if (options.direction & DIRECTION_HORIZONTAL) {\n direction = (x === 0) ? DIRECTION_NONE : (x < 0) ? DIRECTION_LEFT : DIRECTION_RIGHT;\n hasMoved = x !== this.pX;\n distance = Math.abs(input.deltaX);\n } else {\n direction = (y === 0) ? DIRECTION_NONE : (y < 0) ? DIRECTION_UP : DIRECTION_DOWN;\n hasMoved = y !== this.pY;\n distance = Math.abs(input.deltaY);\n }\n }\n input.direction = direction;\n return hasMoved && distance > options.threshold && direction & options.direction;\n }\n\n attrTest(input) {\n return AttrRecognizer.prototype.attrTest.call(this, input) && // replace with a super call\n (this.state & STATE_BEGAN || (!(this.state & STATE_BEGAN) && this.directionTest(input)));\n }\n\n emit(input) {\n\n this.pX = input.deltaX;\n this.pY = input.deltaY;\n\n let direction = directionStr(input.direction);\n\n if (direction) {\n input.additionalEvent = this.options.event + direction;\n }\n super.emit(input);\n }\n}\n","import AttrRecognizer from '../recognizers/attribute';\nimport { abs } from '../utils/utils-consts';\nimport { DIRECTION_HORIZONTAL,DIRECTION_VERTICAL } from '../inputjs/input-consts';\nimport PanRecognizer from './pan';\nimport { INPUT_END } from '../inputjs/input-consts';\nimport directionStr from '../recognizerjs/direction-str';\n\n/**\n * @private\n * Swipe\n * Recognized when the pointer is moving fast (velocity), with enough distance in the allowed direction.\n * @constructor\n * @extends AttrRecognizer\n */\nexport default class SwipeRecognizer extends AttrRecognizer {\n constructor(options = {}) {\n super({\n event: 'swipe',\n threshold: 10,\n velocity: 0.3,\n direction: DIRECTION_HORIZONTAL | DIRECTION_VERTICAL,\n pointers: 1,\n ...options,\n });\n }\n\n getTouchAction() {\n return PanRecognizer.prototype.getTouchAction.call(this);\n }\n\n attrTest(input) {\n let { direction } = this.options;\n let velocity;\n\n if (direction & (DIRECTION_HORIZONTAL | DIRECTION_VERTICAL)) {\n velocity = input.overallVelocity;\n } else if (direction & DIRECTION_HORIZONTAL) {\n velocity = input.overallVelocityX;\n } else if (direction & DIRECTION_VERTICAL) {\n velocity = input.overallVelocityY;\n }\n\n return super.attrTest(input) &&\n direction & input.offsetDirection &&\n input.distance > this.options.threshold &&\n input.maxPointers === this.options.pointers &&\n abs(velocity) > this.options.velocity && input.eventType & INPUT_END;\n }\n\n emit(input) {\n let direction = directionStr(input.offsetDirection);\n if (direction) {\n this.manager.emit(this.options.event + direction, input);\n }\n\n this.manager.emit(this.options.event, input);\n }\n}\n","import AttrRecognizer from './attribute';\nimport { TOUCH_ACTION_NONE } from '../touchactionjs/touchaction-Consts';\nimport { STATE_BEGAN } from '../recognizerjs/recognizer-consts';\n\n/**\n * @private\n * Pinch\n * Recognized when two or more pointers are moving toward (zoom-in) or away from each other (zoom-out).\n * @constructor\n * @extends AttrRecognizer\n */\nexport default class PinchRecognizer extends AttrRecognizer {\n constructor(options = {}) {\n super({\n event: 'pinch',\n threshold: 0,\n pointers: 2,\n ...options,\n });\n }\n\n getTouchAction() {\n return [TOUCH_ACTION_NONE];\n }\n\n attrTest(input) {\n return super.attrTest(input) &&\n (Math.abs(input.scale - 1) > this.options.threshold || this.state & STATE_BEGAN);\n }\n\n emit(input) {\n if (input.scale !== 1) {\n let inOut = input.scale < 1 ? 'in' : 'out';\n input.additionalEvent = this.options.event + inOut;\n }\n super.emit(input);\n }\n}\n","import AttrRecognizer from './attribute';\nimport { TOUCH_ACTION_NONE } from '../touchactionjs/touchaction-Consts';\nimport { STATE_BEGAN } from '../recognizerjs/recognizer-consts';\n\n/**\n * @private\n * Rotate\n * Recognized when two or more pointer are moving in a circular motion.\n * @constructor\n * @extends AttrRecognizer\n */\nexport default class RotateRecognizer extends AttrRecognizer {\n constructor(options = {}) {\n super( {\n event: 'rotate',\n threshold: 0,\n pointers: 2,\n ...options,\n });\n }\n\n getTouchAction() {\n return [TOUCH_ACTION_NONE];\n }\n\n attrTest(input) {\n return super.attrTest(input) &&\n (Math.abs(input.rotation) > this.options.threshold || this.state & STATE_BEGAN);\n }\n}","import Recognizer from '../recognizerjs/recognizer-constructor';\nimport {\n STATE_RECOGNIZED,\n STATE_FAILED\n} from '../recognizerjs/recognizer-consts';\nimport { now } from '../utils/utils-consts';\nimport { TOUCH_ACTION_AUTO } from '../touchactionjs/touchaction-Consts';\nimport {\n INPUT_START,\n INPUT_END,\n INPUT_CANCEL\n} from '../inputjs/input-consts';\n\n/**\n * @private\n * Press\n * Recognized when the pointer is down for x ms without any movement.\n * @constructor\n * @extends Recognizer\n */\nexport default class PressRecognizer extends Recognizer {\n constructor(options = {}) {\n super({\n event: 'press',\n pointers: 1,\n time: 251, // minimal time of the pointer to be pressed\n threshold: 9, // a minimal movement is ok, but keep it low\n ...options,\n });\n this._timer = null;\n this._input = null;\n }\n\n getTouchAction() {\n return [TOUCH_ACTION_AUTO];\n }\n\n process(input) {\n let { options } = this;\n let validPointers = input.pointers.length === options.pointers;\n let validMovement = input.distance < options.threshold;\n let validTime = input.deltaTime > options.time;\n\n this._input = input;\n\n // we only allow little movement\n // and we've reached an end event, so a tap is possible\n if (!validMovement || !validPointers || (input.eventType & (INPUT_END | INPUT_CANCEL) && !validTime)) {\n this.reset();\n } else if (input.eventType & INPUT_START) {\n this.reset();\n this._timer = setTimeout(() => {\n this.state = STATE_RECOGNIZED;\n this.tryEmit();\n }, options.time);\n } else if (input.eventType & INPUT_END) {\n return STATE_RECOGNIZED;\n }\n return STATE_FAILED;\n }\n\n reset() {\n clearTimeout(this._timer);\n }\n\n emit(input) {\n if (this.state !== STATE_RECOGNIZED) {\n return;\n }\n\n if (input && (input.eventType & INPUT_END)) {\n this.manager.emit(`${this.options.event}up`, input);\n } else {\n this._input.timeStamp = now();\n this.manager.emit(this.options.event, this._input);\n }\n }\n}\n\n","import { TOUCH_ACTION_COMPUTE } from \"./touchactionjs/touchaction-Consts\";\nimport TapRecognizer from \"./recognizers/tap\";\nimport PanRecognizer from \"./recognizers/pan\";\nimport SwipeRecognizer from \"./recognizers/swipe\";\nimport PinchRecognizer from \"./recognizers/pinch\";\nimport RotateRecognizer from \"./recognizers/rotate\";\nimport PressRecognizer from \"./recognizers/press\";\nimport {DIRECTION_HORIZONTAL} from \"./inputjs/input-consts\";\n\nexport default {\n\t/**\n\t * @private\n\t * set if DOM events are being triggered.\n\t * But this is slower and unused by simple implementations, so disabled by default.\n\t * @type {Boolean}\n\t * @default false\n\t */\n\tdomEvents: false,\n\n\t/**\n\t * @private\n\t * The value for the touchAction property/fallback.\n\t * When set to `compute` it will magically set the correct value based on the added recognizers.\n\t * @type {String}\n\t * @default compute\n\t */\n\ttouchAction: TOUCH_ACTION_COMPUTE,\n\n\t/**\n\t * @private\n\t * @type {Boolean}\n\t * @default true\n\t */\n\tenable: true,\n\n\t/**\n\t * @private\n\t * EXPERIMENTAL FEATURE -- can be removed/changed\n\t * Change the parent input target element.\n\t * If Null, then it is being set the to main element.\n\t * @type {Null|EventTarget}\n\t * @default null\n\t */\n\tinputTarget: null,\n\n\t/**\n\t * @private\n\t * force an input class\n\t * @type {Null|Function}\n\t * @default null\n\t */\n\tinputClass: null,\n\n\t/**\n\t * @private\n\t * Some CSS properties can be used to improve the working of Hammer.\n\t * Add them to this method and they will be set when creating a new Manager.\n\t * @namespace\n\t */\n\tcssProps: {\n\t\t/**\n\t\t * @private\n\t\t * Disables text selection to improve the dragging gesture. Mainly for desktop browsers.\n\t\t * @type {String}\n\t\t * @default 'none'\n\t\t */\n\t\tuserSelect: \"none\",\n\n\t\t/**\n\t\t * @private\n\t\t * Disable the Windows Phone grippers when pressing an element.\n\t\t * @type {String}\n\t\t * @default 'none'\n\t\t */\n\t\ttouchSelect: \"none\",\n\n\t\t/**\n\t\t * @private\n\t\t * Disables the default callout shown when you touch and hold a touch target.\n\t\t * On iOS, when you touch and hold a touch target such as a link, Safari displays\n\t\t * a callout containing information about the link. This property allows you to disable that callout.\n\t\t * @type {String}\n\t\t * @default 'none'\n\t\t */\n\t\ttouchCallout: \"none\",\n\n\t\t/**\n\t\t * @private\n\t\t * Specifies whether zooming is enabled. Used by IE10>\n\t\t * @type {String}\n\t\t * @default 'none'\n\t\t */\n\t\tcontentZooming: \"none\",\n\n\t\t/**\n\t\t * @private\n\t\t * Specifies that an entire element should be draggable instead of its contents. Mainly for desktop browsers.\n\t\t * @type {String}\n\t\t * @default 'none'\n\t\t */\n\t\tuserDrag: \"none\",\n\n\t\t/**\n\t\t * @private\n\t\t * Overrides the highlight color shown when the user taps a link or a JavaScript\n\t\t * clickable element in iOS. This property obeys the alpha value, if specified.\n\t\t * @type {String}\n\t\t * @default 'rgba(0,0,0,0)'\n\t\t */\n\t\ttapHighlightColor: \"rgba(0,0,0,0)\",\n\t},\n};\n\n/**\n * @private\n * Default recognizer setup when calling `Hammer()`\n * When creating a new Manager these will be skipped.\n * This is separated with other defaults because of tree-shaking.\n * @type {Array}\n */\nexport const preset = [\n [RotateRecognizer, { enable: false }],\n [PinchRecognizer, { enable: false }, ['rotate']],\n [SwipeRecognizer, { direction: DIRECTION_HORIZONTAL }],\n [PanRecognizer, { direction: DIRECTION_HORIZONTAL }, ['swipe']],\n [TapRecognizer],\n [TapRecognizer, { event: 'doubletap', taps: 2 }, ['tap']],\n [PressRecognizer]\n];\n","import assign from \"./utils/assign\";\nimport TouchAction from \"./touchactionjs/touchaction-constructor\";\nimport createInputInstance from \"./inputjs/create-input-instance\";\nimport each from \"./utils/each\";\nimport inArray from \"./utils/in-array\";\nimport invokeArrayArg from \"./utils/invoke-array-arg\";\nimport splitStr from \"./utils/split-str\";\nimport prefixed from \"./utils/prefixed\";\nimport Recognizer from \"./recognizerjs/recognizer-constructor\";\nimport {\n STATE_BEGAN,\n STATE_ENDED,\n STATE_CHANGED,\n STATE_RECOGNIZED,\n} from \"./recognizerjs/recognizer-consts\";\nimport defaults from \"./defaults\";\n\nconst STOP = 1;\nconst FORCED_STOP = 2;\n\n\n/**\n * @private\n * add/remove the css properties as defined in manager.options.cssProps\n * @param {Manager} manager\n * @param {Boolean} add\n */\nfunction toggleCssProps(manager, add) {\n const { element } = manager;\n\n if (!element.style) {\n return;\n }\n let prop;\n\n each(manager.options.cssProps, (value, name) => {\n prop = prefixed(element.style, name);\n if (add) {\n manager.oldCssProps[prop] = element.style[prop];\n element.style[prop] = value;\n } else {\n element.style[prop] = manager.oldCssProps[prop] || \"\";\n }\n });\n if (!add) {\n manager.oldCssProps = {};\n }\n}\n\n/**\n * @private\n * trigger dom event\n * @param {String} event\n * @param {Object} data\n */\nfunction triggerDomEvent(event, data) {\n const gestureEvent = document.createEvent(\"Event\");\n\n gestureEvent.initEvent(event, true, true);\n gestureEvent.gesture = data;\n data.target.dispatchEvent(gestureEvent);\n}\n\n\n/**\n* @private\n * Manager\n * @param {HTMLElement} element\n * @param {Object} [options]\n * @constructor\n */\nexport default class Manager {\n constructor(element, options) {\n this.options = assign({}, defaults, options || {});\n\n this.options.inputTarget = this.options.inputTarget || element;\n\n this.handlers = {};\n this.session = {};\n this.recognizers = [];\n this.oldCssProps = {};\n\n this.element = element;\n this.input = createInputInstance(this);\n this.touchAction = new TouchAction(this, this.options.touchAction);\n\n toggleCssProps(this, true);\n\n each(this.options.recognizers, item => {\n const recognizer = this.add(new (item[0])(item[1]));\n\n item[2] && recognizer.recognizeWith(item[2]);\n item[3] && recognizer.requireFailure(item[3]);\n }, this);\n }\n\n\t/**\n\t * @private\n\t * set options\n\t * @param {Object} options\n\t * @returns {Manager}\n\t */\n set(options) {\n assign(this.options, options);\n\n // Options that need a little more setup\n if (options.touchAction) {\n this.touchAction.update();\n }\n if (options.inputTarget) {\n // Clean up existing event listeners and reinitialize\n this.input.destroy();\n this.input.target = options.inputTarget;\n this.input.init();\n }\n return this;\n }\n\n\t/**\n\t * @private\n\t * stop recognizing for this session.\n\t * This session will be discarded, when a new [input]start event is fired.\n\t * When forced, the recognizer cycle is stopped immediately.\n\t * @param {Boolean} [force]\n\t */\n stop(force) {\n this.session.stopped = force ? FORCED_STOP : STOP;\n }\n\n\t/**\n\t * @private\n\t * run the recognizers!\n\t * called by the inputHandler function on every movement of the pointers (touches)\n\t * it walks through all the recognizers and tries to detect the gesture that is being made\n\t * @param {Object} inputData\n\t */\n recognize(inputData) {\n const { session } = this;\n\n if (session.stopped) {\n return;\n }\n\n // run the touch-action polyfill\n this.touchAction.preventDefaults(inputData);\n\n let recognizer;\n const { recognizers } = this;\n\n // this holds the recognizer that is being recognized.\n // so the recognizer's state needs to be BEGAN, CHANGED, ENDED or RECOGNIZED\n // if no recognizer is detecting a thing, it is set to `null`\n let { curRecognizer } = session;\n\n // reset when the last recognizer is recognized\n // or when we're in a new session\n if (!curRecognizer || (curRecognizer && curRecognizer.state & STATE_RECOGNIZED)) {\n session.curRecognizer = null;\n curRecognizer = null;\n }\n\n let i = 0;\n\n while (i < recognizers.length) {\n recognizer = recognizers[i];\n\n // find out if we are allowed try to recognize the input for this one.\n // 1. allow if the session is NOT forced stopped (see the .stop() method)\n // 2. allow if we still haven't recognized a gesture in this session, or the this recognizer is the one\n // that is being recognized.\n // 3. allow if the recognizer is allowed to run simultaneous with the current recognized recognizer.\n // this can be setup with the `recognizeWith()` method on the recognizer.\n if (session.stopped !== FORCED_STOP && (// 1\n !curRecognizer || recognizer === curRecognizer || // 2\n recognizer.canRecognizeWith(curRecognizer))) { // 3\n recognizer.recognize(inputData);\n } else {\n recognizer.reset();\n }\n\n // if the recognizer has been recognizing the input as a valid gesture, we want to store this one as the\n // current active recognizer. but only if we don't already have an active recognizer\n if (!curRecognizer && recognizer.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED)) {\n session.curRecognizer = recognizer;\n curRecognizer = recognizer;\n }\n i++;\n }\n }\n\n\t/**\n\t * @private\n\t * get a recognizer by its event name.\n\t * @param {Recognizer|String} recognizer\n\t * @returns {Recognizer|Null}\n\t */\n get(recognizer) {\n if (recognizer instanceof Recognizer) {\n return recognizer;\n }\n\n const { recognizers } = this;\n\n for (let i = 0; i < recognizers.length; i++) {\n if (recognizers[i].options.event === recognizer) {\n return recognizers[i];\n }\n }\n return null;\n }\n\n\t/**\n\t * @private add a recognizer to the manager\n\t * existing recognizers with the same event name will be removed\n\t * @param {Recognizer} recognizer\n\t * @returns {Recognizer|Manager}\n\t */\n add(recognizer) {\n if (invokeArrayArg(recognizer, \"add\", this)) {\n return this;\n }\n\n // remove existing\n const existing = this.get(recognizer.options.event);\n\n if (existing) {\n this.remove(existing);\n }\n\n this.recognizers.push(recognizer);\n recognizer.manager = this;\n\n this.touchAction.update();\n return recognizer;\n }\n\n\t/**\n\t * @private\n\t * remove a recognizer by name or instance\n\t * @param {Recognizer|String} recognizer\n\t * @returns {Manager}\n\t */\n remove(recognizer) {\n if (invokeArrayArg(recognizer, \"remove\", this)) {\n return this;\n }\n\n const targetRecognizer = this.get(recognizer);\n\n // let's make sure this recognizer exists\n if (recognizer) {\n const { recognizers } = this;\n const index = inArray(recognizers, targetRecognizer);\n\n if (index !== -1) {\n recognizers.splice(index, 1);\n this.touchAction.update();\n }\n }\n\n return this;\n }\n\n\t/**\n\t * @private\n\t * bind event\n\t * @param {String} events\n\t * @param {Function} handler\n\t * @returns {EventEmitter} this\n\t */\n on(events, handler) {\n if (events === undefined || handler === undefined) {\n return this;\n }\n\n const { handlers } = this;\n\n each(splitStr(events), event => {\n handlers[event] = handlers[event] || [];\n handlers[event].push(handler);\n });\n return this;\n }\n\n\t/**\n\t * @private unbind event, leave emit blank to remove all handlers\n\t * @param {String} events\n\t * @param {Function} [handler]\n\t * @returns {EventEmitter} this\n\t */\n off(events, handler) {\n if (events === undefined) {\n return this;\n }\n\n const { handlers } = this;\n\n each(splitStr(events), event => {\n if (!handler) {\n delete handlers[event];\n } else {\n handlers[event] && handlers[event].splice(inArray(handlers[event], handler), 1);\n }\n });\n return this;\n }\n\n\t/**\n\t * @private emit event to the listeners\n\t * @param {String} event\n\t * @param {Object} data\n\t */\n emit(event, data) {\n // we also want to trigger dom events\n if (this.options.domEvents) {\n triggerDomEvent(event, data);\n }\n\n // no handlers, so skip it all\n const handlers = this.handlers[event] && this.handlers[event].slice();\n\n if (!handlers || !handlers.length) {\n return;\n }\n\n data.type = event;\n data.preventDefault = function () {\n data.srcEvent.preventDefault();\n };\n\n let i = 0;\n\n while (i < handlers.length) {\n handlers[i](data);\n i++;\n }\n }\n\n\t/**\n\t * @private\n\t * destroy the manager and unbinds all events\n\t * it doesn't unbind dom events, that is the user own responsibility\n\t */\n destroy() {\n this.element && toggleCssProps(this, false);\n\n this.handlers = {};\n this.session = {};\n this.input.destroy();\n this.element = null;\n }\n}\n","import { SUPPORT_POINTER_EVENTS,SUPPORT_ONLY_TOUCH,SUPPORT_TOUCH } from './input-consts';\nimport inputHandler from './input-handler';\nimport PointerEventInput from '../input/pointerevent';\nimport TouchInput from '../input/touch';\nimport MouseInput from '../input/mouse';\nimport TouchMouseInput from '../input/touchmouse';\n\n/**\n * @private\n * create new input type manager\n * called by the Manager constructor\n * @param {Hammer} manager\n * @returns {Input}\n */\nexport default function createInputInstance(manager) {\n let Type;\n // let inputClass = manager.options.inputClass;\n let { options:{ inputClass } } = manager;\n if (inputClass) {\n Type = inputClass;\n } else if (SUPPORT_POINTER_EVENTS) {\n Type = PointerEventInput;\n } else if (SUPPORT_ONLY_TOUCH) {\n Type = TouchInput;\n } else if (!SUPPORT_TOUCH) {\n Type = MouseInput;\n } else {\n Type = TouchMouseInput;\n }\n return new (Type)(manager, inputHandler);\n}\n","import {\n INPUT_START,\n INPUT_MOVE,\n INPUT_END,\n INPUT_CANCEL,\n INPUT_TYPE_TOUCH\n} from '../inputjs/input-consts';\nimport Input from '../inputjs/input-constructor';\nimport toArray from '../utils/to-array';\nimport uniqueArray from '../utils/unique-array';\n\nconst SINGLE_TOUCH_INPUT_MAP = {\n touchstart: INPUT_START,\n touchmove: INPUT_MOVE,\n touchend: INPUT_END,\n touchcancel: INPUT_CANCEL\n};\n\nconst SINGLE_TOUCH_TARGET_EVENTS = 'touchstart';\nconst SINGLE_TOUCH_WINDOW_EVENTS = 'touchstart touchmove touchend touchcancel';\n\n/**\n * @private\n * Touch events input\n * @constructor\n * @extends Input\n */\nexport default class SingleTouchInput extends Input {\n constructor() {\n var proto = SingleTouchInput.prototype;\n proto.evTarget = SINGLE_TOUCH_TARGET_EVENTS;\n proto.evWin = SINGLE_TOUCH_WINDOW_EVENTS;\n\n super(...arguments);\n this.started = false;\n }\n\n handler(ev) {\n let type = SINGLE_TOUCH_INPUT_MAP[ev.type];\n\n // should we handle the touch events?\n if (type === INPUT_START) {\n this.started = true;\n }\n\n if (!this.started) {\n return;\n }\n\n let touches = normalizeSingleTouches.call(this, ev, type);\n\n // when done, reset the started state\n if (type & (INPUT_END | INPUT_CANCEL) && touches[0].length - touches[1].length === 0) {\n this.started = false;\n }\n\n this.callback(this.manager, type, {\n pointers: touches[0],\n changedPointers: touches[1],\n pointerType: INPUT_TYPE_TOUCH,\n srcEvent: ev\n });\n }\n}\n\n/**\n * @private\n * @this {TouchInput}\n * @param {Object} ev\n * @param {Number} type flag\n * @returns {undefined|Array} [all, changed]\n */\nfunction normalizeSingleTouches(ev, type) {\n let all = toArray(ev.touches);\n let changed = toArray(ev.changedTouches);\n\n if (type & (INPUT_END | INPUT_CANCEL)) {\n all = uniqueArray(all.concat(changed), 'identifier', true);\n }\n\n return [all, changed];\n}\n","/**\n * @private\n * wrap a method with a deprecation warning and stack trace\n * @param {Function} method\n * @param {String} name\n * @param {String} message\n * @returns {Function} A new function wrapping the supplied method.\n */\nexport default function deprecate(method, name, message) {\n let deprecationMessage = `DEPRECATED METHOD: ${name}\\n${message} AT \\n`;\n return function() {\n let e = new Error('get-stack-trace');\n let stack = e && e.stack ? e.stack.replace(/^[^\\(]+?[\\n$]/gm, '')\n .replace(/^\\s+at\\s+/gm, '')\n .replace(/^Object.<anonymous>\\s*\\(/gm, '{anonymous}()@') : 'Unknown Stack Trace';\n\n let log = window.console && (window.console.warn || window.console.log);\n if (log) {\n log.call(window.console, deprecationMessage, stack);\n }\n return method.apply(this, arguments);\n };\n}\n","import deprecate from './deprecate';\n/**\n * @private\n * extend object.\n * means that properties in dest will be overwritten by the ones in src.\n * @param {Object} dest\n * @param {Object} src\n * @param {Boolean} [merge=false]\n * @returns {Object} dest\n */\nconst extend = deprecate((dest, src, merge) => {\n let keys = Object.keys(src);\n let i = 0;\n while (i < keys.length) {\n if (!merge || (merge && dest[keys[i]] === undefined)) {\n dest[keys[i]] = src[keys[i]];\n }\n i++;\n }\n return dest;\n}, 'extend', 'Use `assign`.');\n\nexport default extend;\n","import deprecate from './deprecate';\nimport extend from './extend';\n/**\n * @private\n * merge the values from src in the dest.\n * means that properties that exist in dest will not be overwritten by src\n * @param {Object} dest\n * @param {Object} src\n * @returns {Object} dest\n */\nconst merge = deprecate((dest, src) => {\n return extend(dest, src, true);\n}, 'merge', 'Use `assign`.');\n\nexport default merge;\n","import assign from './assign';\n/**\n * @private\n * simple class inheritance\n * @param {Function} child\n * @param {Function} base\n * @param {Object} [properties]\n */\nexport default function inherit(child, base, properties) {\n let baseP = base.prototype;\n let childP;\n\n childP = child.prototype = Object.create(baseP);\n childP.constructor = child;\n childP._super = baseP;\n\n if (properties) {\n assign(childP, properties);\n }\n}\n","/**\n * @private\n * simple function bind\n * @param {Function} fn\n * @param {Object} context\n * @returns {Function}\n */\nexport default function bindFn(fn, context) {\n return function boundFn() {\n return fn.apply(context, arguments);\n };\n}\n","import Manager from \"./manager\";\nimport defaults, { preset } from \"./defaults\";\nimport assign from './utils/assign';\nimport {\n INPUT_START,\n INPUT_MOVE,\n INPUT_END,\n INPUT_CANCEL,\n DIRECTION_NONE,\n DIRECTION_LEFT,\n DIRECTION_RIGHT,\n DIRECTION_UP,\n DIRECTION_DOWN,\n DIRECTION_HORIZONTAL,\n DIRECTION_VERTICAL,\n DIRECTION_ALL,\n} from \"./inputjs/input-consts\";\nimport {\n STATE_POSSIBLE,\n STATE_BEGAN,\n STATE_CHANGED,\n STATE_ENDED,\n STATE_RECOGNIZED,\n STATE_CANCELLED,\n STATE_FAILED,\n} from \"./recognizerjs/recognizer-consts\";\n\nimport Input from \"./inputjs/input-constructor\";\nimport TouchAction from \"./touchactionjs/touchaction-constructor\";\nimport TouchInput from \"./input/touch\";\nimport MouseInput from \"./input/mouse\";\nimport PointerEventInput from \"./input/pointerevent\";\nimport SingleTouchInput from \"./input/singletouch\";\nimport TouchMouseInput from \"./input/touchmouse\";\n\nimport Recognizer from \"./recognizerjs/recognizer-constructor\";\nimport AttrRecognizer from \"./recognizers/attribute\";\nimport TapRecognizer from \"./recognizers/tap\";\nimport PanRecognizer from \"./recognizers/pan\";\nimport SwipeRecognizer from \"./recognizers/swipe\";\nimport PinchRecognizer from \"./recognizers/pinch\";\nimport RotateRecognizer from \"./recognizers/rotate\";\nimport PressRecognizer from \"./recognizers/press\";\n\nimport addEventListeners from \"./utils/add-event-listeners\";\nimport removeEventListeners from \"./utils/remove-event-listeners\";\nimport each from \"./utils/each\";\nimport merge from \"./utils/merge\";\nimport extend from \"./utils/extend\";\nimport inherit from \"./utils/inherit\";\nimport bindFn from \"./utils/bind-fn\";\nimport prefixed from \"./utils/prefixed\";\nimport toArray from \"./utils/to-array\";\nimport uniqueArray from \"./utils/unique-array\";\nimport splitStr from \"./utils/split-str\";\nimport inArray from \"./utils/in-array\";\nimport boolOrFn from \"./utils/bool-or-fn\";\nimport hasParent from \"./utils/has-parent\";\n/**\n * @private\n * Simple way to create a manager with a default set of recognizers.\n * @param {HTMLElement} element\n * @param {Object} [options]\n * @constructor\n */\nexport default class Hammer {\n\t/**\n * @private\n * @const {string}\n */\n\tstatic VERSION = \"#__VERSION__#\";\n\tstatic DIRECTION_ALL = DIRECTION_ALL;\n\tstatic DIRECTION_DOWN = DIRECTION_DOWN;\n\tstatic DIRECTION_LEFT = DIRECTION_LEFT;\n\tstatic DIRECTION_RIGHT = DIRECTION_RIGHT;\n\tstatic DIRECTION_UP = DIRECTION_UP;\n\tstatic DIRECTION_HORIZONTAL = DIRECTION_HORIZONTAL;\n\tstatic DIRECTION_VERTICAL = DIRECTION_VERTICAL;\n\tstatic DIRECTION_NONE = DIRECTION_NONE;\n\tstatic DIRECTION_DOWN = DIRECTION_DOWN;\n\tstatic INPUT_START = INPUT_START;\n\tstatic INPUT_MOVE = INPUT_MOVE;\n static INPUT_END = INPUT_END;\n\tstatic INPUT_CANCEL = INPUT_CANCEL;\n\tstatic STATE_POSSIBLE = STATE_POSSIBLE;\n\tstatic STATE_BEGAN = STATE_BEGAN;\n\tstatic STATE_CHANGED = STATE_CHANGED;\n\tstatic STATE_ENDED = STATE_ENDED;\n\tstatic STATE_RECOGNIZED = STATE_RECOGNIZED;\n\tstatic STATE_CANCELLED = STATE_CANCELLED;\n\tstatic STATE_FAILED = STATE_FAILED;\n\tstatic Manager = Manager;\n\tstatic Input = Input;\n\tstatic TouchAction = TouchAction;\n\tstatic TouchInput = TouchInput;\n\tstatic MouseInput = MouseInput;\n\tstatic PointerEventInput = PointerEventInput;\n\tstatic TouchMouseInput = TouchMouseInput;\n\tstatic SingleTouchInput = SingleTouchInput;\n\tstatic Recognizer = Recognizer;\n\tstatic AttrRecognizer = AttrRecognizer;\n\tstatic Tap = TapRecognizer;\n\tstatic Pan = PanRecognizer;\n\tstatic Swipe = SwipeRecognizer;\n\tstatic Pinch = PinchRecognizer;\n\tstatic Rotate = RotateRecognizer;\n\tstatic Press = PressRecognizer;\n\tstatic on = addEventListeners;\n\tstatic off = removeEventListeners;\n\tstatic each = each;\n\tstatic merge = merge;\n\tstatic extend = extend;\n\tstatic bindFn = bindFn;\n\tstatic assign = assign;\n\tstatic inherit = inherit;\n\tstatic bindFn = bindFn;\n\tstatic prefixed = prefixed;\n\tstatic toArray = toArray;\n\tstatic inArray = inArray;\n\tstatic uniqueArray = 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