[Libreoffice-commits] core.git: 2 commits - filter/source sfx2/source

Libreoffice Gerrit user logerrit at kemper.freedesktop.org
Sun Feb 24 11:50:38 UTC 2019


 filter/source/svg/presentation_engine.js | 2668 +++++++++++++++++++++++++++++++
 sfx2/source/appl/app.cxx                 |    2 
 2 files changed, 2670 insertions(+)

New commits:
commit b487b9d1ec3329ed5dc4ff143754f25c24a3e310
Author:     Tor Lillqvist <tml at collabora.com>
AuthorDate: Sun Feb 24 13:11:20 2019 +0200
Commit:     Tor Lillqvist <tml at collabora.com>
CommitDate: Sun Feb 24 13:11:20 2019 +0200

    Fix unused parameter warning when !HAVE_FEATURE_SCRIPTING
    
    Change-Id: I221d11fd3bcd33e986b582a64cdba09e5af7c66d

diff --git a/sfx2/source/appl/app.cxx b/sfx2/source/appl/app.cxx
index 9afc9d873835..7b4f77254bd1 100644
--- a/sfx2/source/appl/app.cxx
+++ b/sfx2/source/appl/app.cxx
@@ -514,6 +514,8 @@ SfxApplication::ChooseScript(weld::Window *pParent)
     {
         aScriptURL = pDlg->GetScriptURL();
     }
+#else
+    (void) pParent;
 #endif
     return aScriptURL;
 }
commit deb59e016854c76220bef59019717d7fe3944711
Author:     Tor Lillqvist <tml at collabora.com>
AuthorDate: Sun Feb 24 12:56:15 2019 +0200
Commit:     Tor Lillqvist <tml at collabora.com>
CommitDate: Sun Feb 24 13:08:41 2019 +0200

    tdf#122582: Add touch gestures to iOS app slideshow, also for exiting it
    
    Left swipt shows the next slide, right swipe shows the previoius
    slide. Up or down swipe exit the slideshow.
    
    Use the same hammer.js as Online does for touch gestures in dialogs.
    With one addition that was necessary to avoid a runtime error: look
    for a comment starting with '// tml:'. No idea why this is not needed
    in Online.
    
    Change-Id: I7a22b16dfbc069dcdc1be344005ab7503dcd1ba7

diff --git a/filter/source/svg/presentation_engine.js b/filter/source/svg/presentation_engine.js
index eae2bd07f246..186a278cfacd 100644
--- a/filter/source/svg/presentation_engine.js
+++ b/filter/source/svg/presentation_engine.js
@@ -14,7 +14,2654 @@
  *  licenses. See the @licstart / @licend sections below.
  */
 
+/*! Hammer.JS - v2.0.7 - 2016-04-22
+ * http://hammerjs.github.io/
+ *
+ * Copyright (c) 2016 Jorik Tangelder;
+ * Licensed under the MIT license */
+(function(window, document, exportName, undefined) {
+  'use strict';
+
+var VENDOR_PREFIXES = ['', 'webkit', 'Moz', 'MS', 'ms', 'o'];
+var TEST_ELEMENT = document.createElement('div');
+
+var TYPE_FUNCTION = 'function';
+
+var round = Math.round;
+var abs = Math.abs;
+var now = Date.now;
+
+/**
+ * set a timeout with a given scope
+ * @param {Function} fn
+ * @param {Number} timeout
+ * @param {Object} context
+ * @returns {number}
+ */
+function setTimeoutContext(fn, timeout, context) {
+    return setTimeout(bindFn(fn, context), timeout);
+}
+
+/**
+ * if the argument is an array, we want to execute the fn on each entry
+ * if it aint an array we don't want to do a thing.
+ * this is used by all the methods that accept a single and array argument.
+ * @param {*|Array} arg
+ * @param {String} fn
+ * @param {Object} [context]
+ * @returns {Boolean}
+ */
+function invokeArrayArg(arg, fn, context) {
+    if (Array.isArray(arg)) {
+        each(arg, context[fn], context);
+        return true;
+    }
+    return false;
+}
+
+/**
+ * walk objects and arrays
+ * @param {Object} obj
+ * @param {Function} iterator
+ * @param {Object} context
+ */
+function each(obj, iterator, context) {
+    var i;
+
+    if (!obj) {
+        return;
+    }
+
+    if (obj.forEach) {
+        obj.forEach(iterator, context);
+    } else if (obj.length !== undefined) {
+        i = 0;
+        while (i < obj.length) {
+            iterator.call(context, obj[i], i, obj);
+            i++;
+        }
+    } else {
+        for (i in obj) {
+            obj.hasOwnProperty(i) && iterator.call(context, obj[i], i, obj);
+        }
+    }
+}
+
+/**
+ * wrap a method with a deprecation warning and stack trace
+ * @param {Function} method
+ * @param {String} name
+ * @param {String} message
+ * @returns {Function} A new function wrapping the supplied method.
+ */
+function deprecate(method, name, message) {
+    var deprecationMessage = 'DEPRECATED METHOD: ' + name + '\n' + message + ' AT \n';
+    return function() {
+        var e = new Error('get-stack-trace');
+        var stack = e && e.stack ? e.stack.replace(/^[^\(]+?[\n$]/gm, '')
+            .replace(/^\s+at\s+/gm, '')
+            .replace(/^Object.<anonymous>\s*\(/gm, '{anonymous}()@') : 'Unknown Stack Trace';
+
+        var log = window.console && (window.console.warn || window.console.log);
+        if (log) {
+            log.call(window.console, deprecationMessage, stack);
+        }
+        return method.apply(this, arguments);
+    };
+}
+
+/**
+ * extend object.
+ * means that properties in dest will be overwritten by the ones in src.
+ * @param {Object} target
+ * @param {...Object} objects_to_assign
+ * @returns {Object} target
+ */
+var assign;
+if (typeof Object.assign !== 'function') {
+    assign = function assign(target) {
+        if (target === undefined || target === null) {
+            throw new TypeError('Cannot convert undefined or null to object');
+        }
+
+        var output = Object(target);
+        for (var index = 1; index < arguments.length; index++) {
+            var source = arguments[index];
+            if (source !== undefined && source !== null) {
+                for (var nextKey in source) {
+                    if (source.hasOwnProperty(nextKey)) {
+                        output[nextKey] = source[nextKey];
+                    }
+                }
+            }
+        }
+        return output;
+    };
+} else {
+    assign = Object.assign;
+}
+
+/**
+ * extend object.
+ * means that properties in dest will be overwritten by the ones in src.
+ * @param {Object} dest
+ * @param {Object} src
+ * @param {Boolean} [merge=false]
+ * @returns {Object} dest
+ */
+var extend = deprecate(function extend(dest, src, merge) {
+    var keys = Object.keys(src);
+    var i = 0;
+    while (i < keys.length) {
+        if (!merge || (merge && dest[keys[i]] === undefined)) {
+            dest[keys[i]] = src[keys[i]];
+        }
+        i++;
+    }
+    return dest;
+}, 'extend', 'Use `assign`.');
+
+/**
+ * merge the values from src in the dest.
+ * means that properties that exist in dest will not be overwritten by src
+ * @param {Object} dest
+ * @param {Object} src
+ * @returns {Object} dest
+ */
+var merge = deprecate(function merge(dest, src) {
+    return extend(dest, src, true);
+}, 'merge', 'Use `assign`.');
+
+/**
+ * simple class inheritance
+ * @param {Function} child
+ * @param {Function} base
+ * @param {Object} [properties]
+ */
+function inherit(child, base, properties) {
+    var baseP = base.prototype,
+        childP;
+
+    childP = child.prototype = Object.create(baseP);
+    childP.constructor = child;
+    childP._super = baseP;
+
+    if (properties) {
+        assign(childP, properties);
+    }
+}
+
+/**
+ * simple function bind
+ * @param {Function} fn
+ * @param {Object} context
+ * @returns {Function}
+ */
+function bindFn(fn, context) {
+    return function boundFn() {
+        return fn.apply(context, arguments);
+    };
+}
+
+/**
+ * let a boolean value also be a function that must return a boolean
+ * this first item in args will be used as the context
+ * @param {Boolean|Function} val
+ * @param {Array} [args]
+ * @returns {Boolean}
+ */
+function boolOrFn(val, args) {
+    if (typeof val == TYPE_FUNCTION) {
+        return val.apply(args ? args[0] || undefined : undefined, args);
+    }
+    return val;
+}
+
+/**
+ * use the val2 when val1 is undefined
+ * @param {*} val1
+ * @param {*} val2
+ * @returns {*}
+ */
+function ifUndefined(val1, val2) {
+    return (val1 === undefined) ? val2 : val1;
+}
+
+/**
+ * addEventListener with multiple events at once
+ * @param {EventTarget} target
+ * @param {String} types
+ * @param {Function} handler
+ */
+function addEventListeners(target, types, handler) {
+    each(splitStr(types), function(type) {
+        target.addEventListener(type, handler, false);
+    });
+}
+
+/**
+ * removeEventListener with multiple events at once
+ * @param {EventTarget} target
+ * @param {String} types
+ * @param {Function} handler
+ */
+function removeEventListeners(target, types, handler) {
+    each(splitStr(types), function(type) {
+        target.removeEventListener(type, handler, false);
+    });
+}
+
+/**
+ * find if a node is in the given parent
+ * @method hasParent
+ * @param {HTMLElement} node
+ * @param {HTMLElement} parent
+ * @return {Boolean} found
+ */
+function hasParent(node, parent) {
+    while (node) {
+        if (node == parent) {
+            return true;
+        }
+        node = node.parentNode;
+    }
+    return false;
+}
+
+/**
+ * small indexOf wrapper
+ * @param {String} str
+ * @param {String} find
+ * @returns {Boolean} found
+ */
+function inStr(str, find) {
+    return str.indexOf(find) > -1;
+}
+
+/**
+ * split string on whitespace
+ * @param {String} str
+ * @returns {Array} words
+ */
+function splitStr(str) {
+    return str.trim().split(/\s+/g);
+}
+
+/**
+ * find if a array contains the object using indexOf or a simple polyFill
+ * @param {Array} src
+ * @param {String} find
+ * @param {String} [findByKey]
+ * @return {Boolean|Number} false when not found, or the index
+ */
+function inArray(src, find, findByKey) {
+    if (src.indexOf && !findByKey) {
+        return src.indexOf(find);
+    } else {
+        var i = 0;
+        while (i < src.length) {
+            if ((findByKey && src[i][findByKey] == find) || (!findByKey && src[i] === find)) {
+                return i;
+            }
+            i++;
+        }
+        return -1;
+    }
+}
+
+/**
+ * convert array-like objects to real arrays
+ * @param {Object} obj
+ * @returns {Array}
+ */
+function toArray(obj) {
+    return Array.prototype.slice.call(obj, 0);
+}
+
+/**
+ * unique array with objects based on a key (like 'id') or just by the array's value
+ * @param {Array} src [{id:1},{id:2},{id:1}]
+ * @param {String} [key]
+ * @param {Boolean} [sort=False]
+ * @returns {Array} [{id:1},{id:2}]
+ */
+function uniqueArray(src, key, sort) {
+    var results = [];
+    var values = [];
+    var i = 0;
+
+    while (i < src.length) {
+        var val = key ? src[i][key] : src[i];
+        if (inArray(values, val) < 0) {
+            results.push(src[i]);
+        }
+        values[i] = val;
+        i++;
+    }
+
+    if (sort) {
+        if (!key) {
+            results = results.sort();
+        } else {
+            results = results.sort(function sortUniqueArray(a, b) {
+                return a[key] > b[key];
+            });
+        }
+    }
+
+    return results;
+}
+
+/**
+ * get the prefixed property
+ * @param {Object} obj
+ * @param {String} property
+ * @returns {String|Undefined} prefixed
+ */
+function prefixed(obj, property) {
+    // tml: Have to check for obj being undefined 
+    if (obj === undefined) {
+        return undefined;
+    }
+
+    var prefix, prop;
+    var camelProp = property[0].toUpperCase() + property.slice(1);
+
+    var i = 0;
+    while (i < VENDOR_PREFIXES.length) {
+        prefix = VENDOR_PREFIXES[i];
+        prop = (prefix) ? prefix + camelProp : property;
+
+        if (prop in obj) {
+            return prop;
+        }
+        i++;
+    }
+    return undefined;
+}
+
+/**
+ * get a unique id
+ * @returns {number} uniqueId
+ */
+var _uniqueId = 1;
+function uniqueId() {
+    return _uniqueId++;
+}
+
+/**
+ * get the window object of an element
+ * @param {HTMLElement} element
+ * @returns {DocumentView|Window}
+ */
+function getWindowForElement(element) {
+    var doc = element.ownerDocument || element;
+    return (doc.defaultView || doc.parentWindow || window);
+}
+
+var MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i;
+
+var SUPPORT_TOUCH = ('ontouchstart' in window);
+var SUPPORT_POINTER_EVENTS = prefixed(window, 'PointerEvent') !== undefined;
+var SUPPORT_ONLY_TOUCH = SUPPORT_TOUCH && MOBILE_REGEX.test(navigator.userAgent);
+
+var INPUT_TYPE_TOUCH = 'touch';
+var INPUT_TYPE_PEN = 'pen';
+var INPUT_TYPE_MOUSE = 'mouse';
+var INPUT_TYPE_KINECT = 'kinect';
+
+var COMPUTE_INTERVAL = 25;
+
+var INPUT_START = 1;
+var INPUT_MOVE = 2;
+var INPUT_END = 4;
+var INPUT_CANCEL = 8;
+
+var DIRECTION_NONE = 1;
+var DIRECTION_LEFT = 2;
+var DIRECTION_RIGHT = 4;
+var DIRECTION_UP = 8;
+var DIRECTION_DOWN = 16;
+
+var DIRECTION_HORIZONTAL = DIRECTION_LEFT | DIRECTION_RIGHT;
+var DIRECTION_VERTICAL = DIRECTION_UP | DIRECTION_DOWN;
+var DIRECTION_ALL = DIRECTION_HORIZONTAL | DIRECTION_VERTICAL;
+
+var PROPS_XY = ['x', 'y'];
+var PROPS_CLIENT_XY = ['clientX', 'clientY'];
+
+/**
+ * create new input type manager
+ * @param {Manager} manager
+ * @param {Function} callback
+ * @returns {Input}
+ * @constructor
+ */
+function Input(manager, callback) {
+    var self = this;
+    this.manager = manager;
+    this.callback = callback;
+    this.element = manager.element;
+    this.target = manager.options.inputTarget;
+
+    // smaller wrapper around the handler, for the scope and the enabled state of the manager,
+    // so when disabled the input events are completely bypassed.
+    this.domHandler = function(ev) {
+        if (boolOrFn(manager.options.enable, [manager])) {
+            self.handler(ev);
+        }
+    };
+
+    this.init();
+
+}
+
+Input.prototype = {
+    /**
+     * should handle the inputEvent data and trigger the callback
+     * @virtual
+     */
+    handler: function() { },
+
+    /**
+     * bind the events
+     */
+    init: function() {
+        this.evEl && addEventListeners(this.element, this.evEl, this.domHandler);
+        this.evTarget && addEventListeners(this.target, this.evTarget, this.domHandler);
+        this.evWin && addEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
+    },
+
+    /**
+     * unbind the events
+     */
+    destroy: function() {
+        this.evEl && removeEventListeners(this.element, this.evEl, this.domHandler);
+        this.evTarget && removeEventListeners(this.target, this.evTarget, this.domHandler);
+        this.evWin && removeEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
+    }
+};
+
+/**
+ * create new input type manager
+ * called by the Manager constructor
+ * @param {Hammer} manager
+ * @returns {Input}
+ */
+function createInputInstance(manager) {
+    var Type;
+    var inputClass = manager.options.inputClass;
+
+    if (inputClass) {
+        Type = inputClass;
+    } else if (SUPPORT_POINTER_EVENTS) {
+        Type = PointerEventInput;
+    } else if (SUPPORT_ONLY_TOUCH) {
+        Type = TouchInput;
+    } else if (!SUPPORT_TOUCH) {
+        Type = MouseInput;
+    } else {
+        Type = TouchMouseInput;
+    }
+    return new (Type)(manager, inputHandler);
+}
+
+/**
+ * handle input events
+ * @param {Manager} manager
+ * @param {String} eventType
+ * @param {Object} input
+ */
+function inputHandler(manager, eventType, input) {
+    var pointersLen = input.pointers.length;
+    var changedPointersLen = input.changedPointers.length;
+    var isFirst = (eventType & INPUT_START && (pointersLen - changedPointersLen === 0));
+    var isFinal = (eventType & (INPUT_END | INPUT_CANCEL) && (pointersLen - changedPointersLen === 0));
+
+    input.isFirst = !!isFirst;
+    input.isFinal = !!isFinal;
+
+    if (isFirst) {
+        manager.session = {};
+    }
+
+    // source event is the normalized value of the domEvents
+    // like 'touchstart, mouseup, pointerdown'
+    input.eventType = eventType;
+
+    // compute scale, rotation etc
+    computeInputData(manager, input);
+
+    // emit secret event
+    manager.emit('hammer.input', input);
+
+    manager.recognize(input);
+    manager.session.prevInput = input;
+}
+
+/**
+ * extend the data with some usable properties like scale, rotate, velocity etc
+ * @param {Object} manager
+ * @param {Object} input
+ */
+function computeInputData(manager, input) {
+    var session = manager.session;
+    var pointers = input.pointers;
+    var pointersLength = pointers.length;
+
+    // store the first input to calculate the distance and direction
+    if (!session.firstInput) {
+        session.firstInput = simpleCloneInputData(input);
+    }
+
+    // to compute scale and rotation we need to store the multiple touches
+    if (pointersLength > 1 && !session.firstMultiple) {
+        session.firstMultiple = simpleCloneInputData(input);
+    } else if (pointersLength === 1) {
+        session.firstMultiple = false;
+    }
+
+    var firstInput = session.firstInput;
+    var firstMultiple = session.firstMultiple;
+    var offsetCenter = firstMultiple ? firstMultiple.center : firstInput.center;
+
+    var center = input.center = getCenter(pointers);
+    input.timeStamp = now();
+    input.deltaTime = input.timeStamp - firstInput.timeStamp;
+
+    input.angle = getAngle(offsetCenter, center);
+    input.distance = getDistance(offsetCenter, center);
+
+    computeDeltaXY(session, input);
+    input.offsetDirection = getDirection(input.deltaX, input.deltaY);
+
+    var overallVelocity = getVelocity(input.deltaTime, input.deltaX, input.deltaY);
+    input.overallVelocityX = overallVelocity.x;
+    input.overallVelocityY = overallVelocity.y;
+    input.overallVelocity = (abs(overallVelocity.x) > abs(overallVelocity.y)) ? overallVelocity.x : overallVelocity.y;
+
+    input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;
+    input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;
+
+    input.maxPointers = !session.prevInput ? input.pointers.length : ((input.pointers.length >
+        session.prevInput.maxPointers) ? input.pointers.length : session.prevInput.maxPointers);
+
+    computeIntervalInputData(session, input);
+
+    // find the correct target
+    var target = manager.element;
+    if (hasParent(input.srcEvent.target, target)) {
+        target = input.srcEvent.target;
+    }
+    input.target = target;
+}
+
+function computeDeltaXY(session, input) {
+    var center = input.center;
+    var offset = session.offsetDelta || {};
+    var prevDelta = session.prevDelta || {};
+    var prevInput = session.prevInput || {};
+
+    if (input.eventType === INPUT_START || prevInput.eventType === INPUT_END) {
+        prevDelta = session.prevDelta = {
+            x: prevInput.deltaX || 0,
+            y: prevInput.deltaY || 0
+        };
+
+        offset = session.offsetDelta = {
+            x: center.x,
+            y: center.y
+        };
+    }
+
+    input.deltaX = prevDelta.x + (center.x - offset.x);
+    input.deltaY = prevDelta.y + (center.y - offset.y);
+}
+
+/**
+ * velocity is calculated every x ms
+ * @param {Object} session
+ * @param {Object} input
+ */
+function computeIntervalInputData(session, input) {
+    var last = session.lastInterval || input,
+        deltaTime = input.timeStamp - last.timeStamp,
+        velocity, velocityX, velocityY, direction;
+
+    if (input.eventType != INPUT_CANCEL && (deltaTime > COMPUTE_INTERVAL || last.velocity === undefined)) {
+        var deltaX = input.deltaX - last.deltaX;
+        var deltaY = input.deltaY - last.deltaY;
+
+        var v = getVelocity(deltaTime, deltaX, deltaY);
+        velocityX = v.x;
+        velocityY = v.y;
+        velocity = (abs(v.x) > abs(v.y)) ? v.x : v.y;
+        direction = getDirection(deltaX, deltaY);
+
+        session.lastInterval = input;
+    } else {
+        // use latest velocity info if it doesn't overtake a minimum period
+        velocity = last.velocity;
+        velocityX = last.velocityX;
+        velocityY = last.velocityY;
+        direction = last.direction;
+    }
+
+    input.velocity = velocity;
+    input.velocityX = velocityX;
+    input.velocityY = velocityY;
+    input.direction = direction;
+}
+
+/**
+ * create a simple clone from the input used for storage of firstInput and firstMultiple
+ * @param {Object} input
+ * @returns {Object} clonedInputData
+ */
+function simpleCloneInputData(input) {
+    // make a simple copy of the pointers because we will get a reference if we don't
+    // we only need clientXY for the calculations
+    var pointers = [];
+    var i = 0;
+    while (i < input.pointers.length) {
+        pointers[i] = {
+            clientX: round(input.pointers[i].clientX),
+            clientY: round(input.pointers[i].clientY)
+        };
+        i++;
+    }
+
+    return {
+        timeStamp: now(),
+        pointers: pointers,
+        center: getCenter(pointers),
+        deltaX: input.deltaX,
+        deltaY: input.deltaY
+    };
+}
+
+/**
+ * get the center of all the pointers
+ * @param {Array} pointers
+ * @return {Object} center contains `x` and `y` properties
+ */
+function getCenter(pointers) {
+    var pointersLength = pointers.length;
+
+    // no need to loop when only one touch
+    if (pointersLength === 1) {
+        return {
+            x: round(pointers[0].clientX),
+            y: round(pointers[0].clientY)
+        };
+    }
+
+    var x = 0, y = 0, i = 0;
+    while (i < pointersLength) {
+        x += pointers[i].clientX;
+        y += pointers[i].clientY;
+        i++;
+    }
+
+    return {
+        x: round(x / pointersLength),
+        y: round(y / pointersLength)
+    };
+}
+
+/**
+ * calculate the velocity between two points. unit is in px per ms.
+ * @param {Number} deltaTime
+ * @param {Number} x
+ * @param {Number} y
+ * @return {Object} velocity `x` and `y`
+ */
+function getVelocity(deltaTime, x, y) {
+    return {
+        x: x / deltaTime || 0,
+        y: y / deltaTime || 0
+    };
+}
+
+/**
+ * get the direction between two points
+ * @param {Number} x
+ * @param {Number} y
+ * @return {Number} direction
+ */
+function getDirection(x, y) {
+    if (x === y) {
+        return DIRECTION_NONE;
+    }
+
+    if (abs(x) >= abs(y)) {
+        return x < 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;
+    }
+    return y < 0 ? DIRECTION_UP : DIRECTION_DOWN;
+}
+
+/**
+ * calculate the absolute distance between two points
+ * @param {Object} p1 {x, y}
+ * @param {Object} p2 {x, y}
+ * @param {Array} [props] containing x and y keys
+ * @return {Number} distance
+ */
+function getDistance(p1, p2, props) {
+    if (!props) {
+        props = PROPS_XY;
+    }
+    var x = p2[props[0]] - p1[props[0]],
+        y = p2[props[1]] - p1[props[1]];
+
+    return Math.sqrt((x * x) + (y * y));
+}
+
+/**
+ * calculate the angle between two coordinates
+ * @param {Object} p1
+ * @param {Object} p2
+ * @param {Array} [props] containing x and y keys
+ * @return {Number} angle
+ */
+function getAngle(p1, p2, props) {
+    if (!props) {
+        props = PROPS_XY;
+    }
+    var x = p2[props[0]] - p1[props[0]],
+        y = p2[props[1]] - p1[props[1]];
+    return Math.atan2(y, x) * 180 / Math.PI;
+}
+
+/**
+ * calculate the rotation degrees between two pointersets
+ * @param {Array} start array of pointers
+ * @param {Array} end array of pointers
+ * @return {Number} rotation
+ */
+function getRotation(start, end) {
+    return getAngle(end[1], end[0], PROPS_CLIENT_XY) + getAngle(start[1], start[0], PROPS_CLIENT_XY);
+}
+
+/**
+ * calculate the scale factor between two pointersets
+ * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out
+ * @param {Array} start array of pointers
+ * @param {Array} end array of pointers
+ * @return {Number} scale
+ */
+function getScale(start, end) {
+    return getDistance(end[0], end[1], PROPS_CLIENT_XY) / getDistance(start[0], start[1], PROPS_CLIENT_XY);
+}
+
+var MOUSE_INPUT_MAP = {
+    mousedown: INPUT_START,
+    mousemove: INPUT_MOVE,
+    mouseup: INPUT_END
+};
+
+var MOUSE_ELEMENT_EVENTS = 'mousedown';
+var MOUSE_WINDOW_EVENTS = 'mousemove mouseup';
+
+/**
+ * Mouse events input
+ * @constructor
+ * @extends Input
+ */
+function MouseInput() {
+    this.evEl = MOUSE_ELEMENT_EVENTS;
+    this.evWin = MOUSE_WINDOW_EVENTS;
+
+    this.pressed = false; // mousedown state
+
+    Input.apply(this, arguments);
+}
+
+inherit(MouseInput, Input, {
+    /**
+     * handle mouse events
+     * @param {Object} ev
+     */
+    handler: function MEhandler(ev) {
+        var eventType = MOUSE_INPUT_MAP[ev.type];
+
+        // on start we want to have the left mouse button down
+        if (eventType & INPUT_START && ev.button === 0) {
+            this.pressed = true;
+        }
+
+        if (eventType & INPUT_MOVE && ev.which !== 1) {
+            eventType = INPUT_END;
+        }
+
+        // mouse must be down
+        if (!this.pressed) {
+            return;
+        }
+
+        if (eventType & INPUT_END) {
+            this.pressed = false;
+        }
+
+        this.callback(this.manager, eventType, {
+            pointers: [ev],
+            changedPointers: [ev],
+            pointerType: INPUT_TYPE_MOUSE,
+            srcEvent: ev
+        });
+    }
+});
+
+var POINTER_INPUT_MAP = {
+    pointerdown: INPUT_START,
+    pointermove: INPUT_MOVE,
+    pointerup: INPUT_END,
+    pointercancel: INPUT_CANCEL,
+    pointerout: INPUT_CANCEL
+};
+
+// in IE10 the pointer types is defined as an enum
+var IE10_POINTER_TYPE_ENUM = {
+    2: INPUT_TYPE_TOUCH,
+    3: INPUT_TYPE_PEN,
+    4: INPUT_TYPE_MOUSE,
+    5: INPUT_TYPE_KINECT // see https://twitter.com/jacobrossi/status/480596438489890816
+};
+
+var POINTER_ELEMENT_EVENTS = 'pointerdown';
+var POINTER_WINDOW_EVENTS = 'pointermove pointerup pointercancel';
+
+// IE10 has prefixed support, and case-sensitive
+if (window.MSPointerEvent && !window.PointerEvent) {
+    POINTER_ELEMENT_EVENTS = 'MSPointerDown';
+    POINTER_WINDOW_EVENTS = 'MSPointerMove MSPointerUp MSPointerCancel';
+}
+
+/**
+ * Pointer events input
+ * @constructor
+ * @extends Input
+ */
+function PointerEventInput() {
+    this.evEl = POINTER_ELEMENT_EVENTS;
+    this.evWin = POINTER_WINDOW_EVENTS;
+
+    Input.apply(this, arguments);
+
+    this.store = (this.manager.session.pointerEvents = []);
+}
+
+inherit(PointerEventInput, Input, {
+    /**
+     * handle mouse events
+     * @param {Object} ev
+     */
+    handler: function PEhandler(ev) {
+        var store = this.store;
+        var removePointer = false;
+
+        var eventTypeNormalized = ev.type.toLowerCase().replace('ms', '');
+        var eventType = POINTER_INPUT_MAP[eventTypeNormalized];
+        var pointerType = IE10_POINTER_TYPE_ENUM[ev.pointerType] || ev.pointerType;
+
+        var isTouch = (pointerType == INPUT_TYPE_TOUCH);
+
+        // get index of the event in the store
+        var storeIndex = inArray(store, ev.pointerId, 'pointerId');
+
+        // start and mouse must be down
+        if (eventType & INPUT_START && (ev.button === 0 || isTouch)) {
+            if (storeIndex < 0) {
+                store.push(ev);
+                storeIndex = store.length - 1;
+            }
+        } else if (eventType & (INPUT_END | INPUT_CANCEL)) {
+            removePointer = true;
+        }
+
+        // it not found, so the pointer hasn't been down (so it's probably a hover)
+        if (storeIndex < 0) {
+            return;
+        }
+
+        // update the event in the store
+        store[storeIndex] = ev;
+
+        this.callback(this.manager, eventType, {
+            pointers: store,
+            changedPointers: [ev],
+            pointerType: pointerType,
+            srcEvent: ev
+        });
+
+        if (removePointer) {
+            // remove from the store
+            store.splice(storeIndex, 1);
+        }
+    }
+});
+
+var SINGLE_TOUCH_INPUT_MAP = {
+    touchstart: INPUT_START,
+    touchmove: INPUT_MOVE,
+    touchend: INPUT_END,
+    touchcancel: INPUT_CANCEL
+};
+
+var SINGLE_TOUCH_TARGET_EVENTS = 'touchstart';
+var SINGLE_TOUCH_WINDOW_EVENTS = 'touchstart touchmove touchend touchcancel';
+
+/**
+ * Touch events input
+ * @constructor
+ * @extends Input
+ */
+function SingleTouchInput() {
+    this.evTarget = SINGLE_TOUCH_TARGET_EVENTS;
+    this.evWin = SINGLE_TOUCH_WINDOW_EVENTS;
+    this.started = false;
+
+    Input.apply(this, arguments);
+}
+
+inherit(SingleTouchInput, Input, {
+    handler: function TEhandler(ev) {
+        var type = SINGLE_TOUCH_INPUT_MAP[ev.type];
+
+        // should we handle the touch events?
+        if (type === INPUT_START) {
+            this.started = true;
+        }
+
+        if (!this.started) {
+            return;
+        }
+
+        var touches = normalizeSingleTouches.call(this, ev, type);
+
+        // when done, reset the started state
+        if (type & (INPUT_END | INPUT_CANCEL) && touches[0].length - touches[1].length === 0) {
+            this.started = false;
+        }
+
+        this.callback(this.manager, type, {
+            pointers: touches[0],
+            changedPointers: touches[1],
+            pointerType: INPUT_TYPE_TOUCH,
+            srcEvent: ev
+        });
+    }
+});
+
+/**
+ * @this {TouchInput}
+ * @param {Object} ev
+ * @param {Number} type flag
+ * @returns {undefined|Array} [all, changed]
+ */
+function normalizeSingleTouches(ev, type) {
+    var all = toArray(ev.touches);
+    var changed = toArray(ev.changedTouches);
+
+    if (type & (INPUT_END | INPUT_CANCEL)) {
+        all = uniqueArray(all.concat(changed), 'identifier', true);
+    }
+
+    return [all, changed];
+}
+
+var TOUCH_INPUT_MAP = {
+    touchstart: INPUT_START,
+    touchmove: INPUT_MOVE,
+    touchend: INPUT_END,
+    touchcancel: INPUT_CANCEL
+};
+
+var TOUCH_TARGET_EVENTS = 'touchstart touchmove touchend touchcancel';
+
+/**
+ * Multi-user touch events input
+ * @constructor
+ * @extends Input
+ */
+function TouchInput() {
+    this.evTarget = TOUCH_TARGET_EVENTS;
+    this.targetIds = {};
+
+    Input.apply(this, arguments);
+}
+
+inherit(TouchInput, Input, {
+    handler: function MTEhandler(ev) {
+        var type = TOUCH_INPUT_MAP[ev.type];
+        var touches = getTouches.call(this, ev, type);
+        if (!touches) {
+            return;
+        }
+
+        this.callback(this.manager, type, {
+            pointers: touches[0],
+            changedPointers: touches[1],
+            pointerType: INPUT_TYPE_TOUCH,
+            srcEvent: ev
+        });
+    }
+});
+
+/**
+ * @this {TouchInput}
+ * @param {Object} ev
+ * @param {Number} type flag
+ * @returns {undefined|Array} [all, changed]
+ */
+function getTouches(ev, type) {
+    var allTouches = toArray(ev.touches);
+    var targetIds = this.targetIds;
+
+    // when there is only one touch, the process can be simplified
+    if (type & (INPUT_START | INPUT_MOVE) && allTouches.length === 1) {
+        targetIds[allTouches[0].identifier] = true;
+        return [allTouches, allTouches];
+    }
+
+    var i,
+        targetTouches,
+        changedTouches = toArray(ev.changedTouches),
+        changedTargetTouches = [],
+        target = this.target;
+
+    // get target touches from touches
+    targetTouches = allTouches.filter(function(touch) {
+        return hasParent(touch.target, target);
+    });
+
+    // collect touches
+    if (type === INPUT_START) {
+        i = 0;
+        while (i < targetTouches.length) {
+            targetIds[targetTouches[i].identifier] = true;
+            i++;
+        }
+    }
+
+    // filter changed touches to only contain touches that exist in the collected target ids
+    i = 0;
+    while (i < changedTouches.length) {
+        if (targetIds[changedTouches[i].identifier]) {
+            changedTargetTouches.push(changedTouches[i]);
+        }
+
+        // cleanup removed touches
+        if (type & (INPUT_END | INPUT_CANCEL)) {
+            delete targetIds[changedTouches[i].identifier];
+        }
+        i++;
+    }
+
+    if (!changedTargetTouches.length) {
+        return;
+    }
+
+    return [
+        // merge targetTouches with changedTargetTouches so it contains ALL touches, including 'end' and 'cancel'
+        uniqueArray(targetTouches.concat(changedTargetTouches), 'identifier', true),
+        changedTargetTouches
+    ];
+}
+
+/**
+ * Combined touch and mouse input
+ *
+ * Touch has a higher priority then mouse, and while touching no mouse events are allowed.
+ * This because touch devices also emit mouse events while doing a touch.
+ *
+ * @constructor
+ * @extends Input
+ */
+
+var DEDUP_TIMEOUT = 2500;
+var DEDUP_DISTANCE = 25;
+
+function TouchMouseInput() {
+    Input.apply(this, arguments);
+
+    var handler = bindFn(this.handler, this);
+    this.touch = new TouchInput(this.manager, handler);
+    this.mouse = new MouseInput(this.manager, handler);
+
+    this.primaryTouch = null;
+    this.lastTouches = [];
+}
+
+inherit(TouchMouseInput, Input, {
+    /**
+     * handle mouse and touch events
+     * @param {Hammer} manager
+     * @param {String} inputEvent
+     * @param {Object} inputData
+     */
+    handler: function TMEhandler(manager, inputEvent, inputData) {
+        var isTouch = (inputData.pointerType == INPUT_TYPE_TOUCH),
+            isMouse = (inputData.pointerType == INPUT_TYPE_MOUSE);
+
+        if (isMouse && inputData.sourceCapabilities && inputData.sourceCapabilities.firesTouchEvents) {
+            return;
+        }
+
+        // when we're in a touch event, record touches to  de-dupe synthetic mouse event
+        if (isTouch) {
+            recordTouches.call(this, inputEvent, inputData);
+        } else if (isMouse && isSyntheticEvent.call(this, inputData)) {
+            return;
+        }
+
+        this.callback(manager, inputEvent, inputData);
+    },
+
+    /**
+     * remove the event listeners
+     */
+    destroy: function destroy() {
+        this.touch.destroy();
+        this.mouse.destroy();
+    }
+});
+
+function recordTouches(eventType, eventData) {
+    if (eventType & INPUT_START) {
+        this.primaryTouch = eventData.changedPointers[0].identifier;
+        setLastTouch.call(this, eventData);
+    } else if (eventType & (INPUT_END | INPUT_CANCEL)) {
+        setLastTouch.call(this, eventData);
+    }
+}
+
+function setLastTouch(eventData) {
+    var touch = eventData.changedPointers[0];
+
+    if (touch.identifier === this.primaryTouch) {
+        var lastTouch = {x: touch.clientX, y: touch.clientY};
+        this.lastTouches.push(lastTouch);
+        var lts = this.lastTouches;
+        var removeLastTouch = function() {
+            var i = lts.indexOf(lastTouch);
+            if (i > -1) {
+                lts.splice(i, 1);
+            }
+        };
+        setTimeout(removeLastTouch, DEDUP_TIMEOUT);
+    }
+}
+
+function isSyntheticEvent(eventData) {
+    var x = eventData.srcEvent.clientX, y = eventData.srcEvent.clientY;
+    for (var i = 0; i < this.lastTouches.length; i++) {
+        var t = this.lastTouches[i];
+        var dx = Math.abs(x - t.x), dy = Math.abs(y - t.y);
+        if (dx <= DEDUP_DISTANCE && dy <= DEDUP_DISTANCE) {
+            return true;
+        }
+    }
+    return false;
+}
+
+var PREFIXED_TOUCH_ACTION = prefixed(TEST_ELEMENT.style, 'touchAction');
+var NATIVE_TOUCH_ACTION = PREFIXED_TOUCH_ACTION !== undefined;
+
+// magical touchAction value
+var TOUCH_ACTION_COMPUTE = 'compute';
+var TOUCH_ACTION_AUTO = 'auto';
+var TOUCH_ACTION_MANIPULATION = 'manipulation'; // not implemented
+var TOUCH_ACTION_NONE = 'none';
+var TOUCH_ACTION_PAN_X = 'pan-x';
+var TOUCH_ACTION_PAN_Y = 'pan-y';
+var TOUCH_ACTION_MAP = getTouchActionProps();
+
+/**
+ * Touch Action
+ * sets the touchAction property or uses the js alternative
+ * @param {Manager} manager
+ * @param {String} value
+ * @constructor
+ */
+function TouchAction(manager, value) {
+    this.manager = manager;
+    this.set(value);
+}
+
+TouchAction.prototype = {
+    /**
+     * set the touchAction value on the element or enable the polyfill
+     * @param {String} value
+     */
+    set: function(value) {
+        // find out the touch-action by the event handlers
+        if (value == TOUCH_ACTION_COMPUTE) {
+            value = this.compute();
+        }
+
+        if (NATIVE_TOUCH_ACTION && this.manager.element.style && TOUCH_ACTION_MAP[value]) {
+            this.manager.element.style[PREFIXED_TOUCH_ACTION] = value;
+        }
+        this.actions = value.toLowerCase().trim();
+    },
+
+    /**
+     * just re-set the touchAction value
+     */
+    update: function() {
+        this.set(this.manager.options.touchAction);
+    },
+
+    /**
+     * compute the value for the touchAction property based on the recognizer's settings
+     * @returns {String} value
+     */
+    compute: function() {
+        var actions = [];
+        each(this.manager.recognizers, function(recognizer) {
+            if (boolOrFn(recognizer.options.enable, [recognizer])) {
+                actions = actions.concat(recognizer.getTouchAction());
+            }
+        });
+        return cleanTouchActions(actions.join(' '));
+    },
+
+    /**
+     * this method is called on each input cycle and provides the preventing of the browser behavior
+     * @param {Object} input
+     */
+    preventDefaults: function(input) {
+        var srcEvent = input.srcEvent;
+        var direction = input.offsetDirection;
+
+        // if the touch action did prevented once this session
+        if (this.manager.session.prevented) {
+            srcEvent.preventDefault();
+            return;
+        }
+
+        var actions = this.actions;
+        var hasNone = inStr(actions, TOUCH_ACTION_NONE) && !TOUCH_ACTION_MAP[TOUCH_ACTION_NONE];
+        var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_Y];
+        var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_X];
+
+        if (hasNone) {
+            //do not prevent defaults if this is a tap gesture
+
+            var isTapPointer = input.pointers.length === 1;
+            var isTapMovement = input.distance < 2;
+            var isTapTouchTime = input.deltaTime < 250;
+
+            if (isTapPointer && isTapMovement && isTapTouchTime) {
+                return;
+            }
+        }
+
+        if (hasPanX && hasPanY) {
+            // `pan-x pan-y` means browser handles all scrolling/panning, do not prevent
+            return;
+        }
+
+        if (hasNone ||
+            (hasPanY && direction & DIRECTION_HORIZONTAL) ||
+            (hasPanX && direction & DIRECTION_VERTICAL)) {
+            return this.preventSrc(srcEvent);
+        }
+    },
+
+    /**
+     * call preventDefault to prevent the browser's default behavior (scrolling in most cases)
+     * @param {Object} srcEvent
+     */
+    preventSrc: function(srcEvent) {
+        this.manager.session.prevented = true;
+        srcEvent.preventDefault();
+    }
+};
+
+/**
+ * when the touchActions are collected they are not a valid value, so we need to clean things up. *
+ * @param {String} actions
+ * @returns {*}
+ */
+function cleanTouchActions(actions) {
+    // none
+    if (inStr(actions, TOUCH_ACTION_NONE)) {
+        return TOUCH_ACTION_NONE;
+    }
+
+    var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);
+    var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);
+
+    // if both pan-x and pan-y are set (different recognizers
+    // for different directions, e.g. horizontal pan but vertical swipe?)
+    // we need none (as otherwise with pan-x pan-y combined none of these
+    // recognizers will work, since the browser would handle all panning
+    if (hasPanX && hasPanY) {
+        return TOUCH_ACTION_NONE;
+    }
+
+    // pan-x OR pan-y
+    if (hasPanX || hasPanY) {
+        return hasPanX ? TOUCH_ACTION_PAN_X : TOUCH_ACTION_PAN_Y;
+    }
+
+    // manipulation
+    if (inStr(actions, TOUCH_ACTION_MANIPULATION)) {
+        return TOUCH_ACTION_MANIPULATION;
+    }
 
+    return TOUCH_ACTION_AUTO;
+}
+
+function getTouchActionProps() {
+    if (!NATIVE_TOUCH_ACTION) {
+        return false;
+    }
+    var touchMap = {};
+    var cssSupports = window.CSS && window.CSS.supports;
+    ['auto', 'manipulation', 'pan-y', 'pan-x', 'pan-x pan-y', 'none'].forEach(function(val) {
+
+        // If css.supports is not supported but there is native touch-action assume it supports
+        // all values. This is the case for IE 10 and 11.
+        touchMap[val] = cssSupports ? window.CSS.supports('touch-action', val) : true;
+    });
+    return touchMap;
+}
+
+/**
+ * Recognizer flow explained; *
+ * All recognizers have the initial state of POSSIBLE when a input session starts.
+ * The definition of a input session is from the first input until the last input, with all it's movement in it. *
+ * Example session for mouse-input: mousedown -> mousemove -> mouseup
+ *
+ * On each recognizing cycle (see Manager.recognize) the .recognize() method is executed
+ * which determines with state it should be.
+ *
+ * If the recognizer has the state FAILED, CANCELLED or RECOGNIZED (equals ENDED), it is reset to
+ * POSSIBLE to give it another change on the next cycle.
+ *
+ *               Possible
+ *                  |
+ *            +-----+---------------+
+ *            |                     |
+ *      +-----+-----+               |
+ *      |           |               |
+ *   Failed      Cancelled          |
+ *                          +-------+------+
+ *                          |              |
+ *                      Recognized       Began
+ *                                         |
+ *                                      Changed
+ *                                         |
+ *                                  Ended/Recognized
+ */
+var STATE_POSSIBLE = 1;
+var STATE_BEGAN = 2;
+var STATE_CHANGED = 4;
+var STATE_ENDED = 8;
+var STATE_RECOGNIZED = STATE_ENDED;
+var STATE_CANCELLED = 16;
+var STATE_FAILED = 32;
+
+/**
+ * Recognizer
+ * Every recognizer needs to extend from this class.
+ * @constructor
+ * @param {Object} options
+ */
+function Recognizer(options) {
+    this.options = assign({}, this.defaults, options || {});
+
+    this.id = uniqueId();
+
+    this.manager = null;
+
+    // default is enable true
+    this.options.enable = ifUndefined(this.options.enable, true);
+
+    this.state = STATE_POSSIBLE;
+
+    this.simultaneous = {};
+    this.requireFail = [];
+}
+
+Recognizer.prototype = {
+    /**
+     * @virtual
+     * @type {Object}
+     */
+    defaults: {},
+
+    /**
+     * set options
+     * @param {Object} options
+     * @return {Recognizer}
+     */
+    set: function(options) {
+        assign(this.options, options);
+
+        // also update the touchAction, in case something changed about the directions/enabled state
+        this.manager && this.manager.touchAction.update();
+        return this;
+    },
+
+    /**
+     * recognize simultaneous with an other recognizer.
+     * @param {Recognizer} otherRecognizer
+     * @returns {Recognizer} this
+     */
+    recognizeWith: function(otherRecognizer) {
+        if (invokeArrayArg(otherRecognizer, 'recognizeWith', this)) {
+            return this;
+        }
+
+        var simultaneous = this.simultaneous;
+        otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
+        if (!simultaneous[otherRecognizer.id]) {
+            simultaneous[otherRecognizer.id] = otherRecognizer;
+            otherRecognizer.recognizeWith(this);
+        }
+        return this;
+    },
+
+    /**
+     * drop the simultaneous link. it doesnt remove the link on the other recognizer.
+     * @param {Recognizer} otherRecognizer
+     * @returns {Recognizer} this
+     */
+    dropRecognizeWith: function(otherRecognizer) {
+        if (invokeArrayArg(otherRecognizer, 'dropRecognizeWith', this)) {
+            return this;
+        }
+
+        otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
+        delete this.simultaneous[otherRecognizer.id];
+        return this;
+    },
+
+    /**
+     * recognizer can only run when an other is failing
+     * @param {Recognizer} otherRecognizer
+     * @returns {Recognizer} this
+     */
+    requireFailure: function(otherRecognizer) {
+        if (invokeArrayArg(otherRecognizer, 'requireFailure', this)) {
+            return this;
+        }
+
+        var requireFail = this.requireFail;
+        otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
+        if (inArray(requireFail, otherRecognizer) === -1) {
+            requireFail.push(otherRecognizer);
+            otherRecognizer.requireFailure(this);
+        }
+        return this;
+    },
+
+    /**
+     * drop the requireFailure link. it does not remove the link on the other recognizer.
+     * @param {Recognizer} otherRecognizer
+     * @returns {Recognizer} this
+     */
+    dropRequireFailure: function(otherRecognizer) {
+        if (invokeArrayArg(otherRecognizer, 'dropRequireFailure', this)) {
+            return this;
+        }
+
+        otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
+        var index = inArray(this.requireFail, otherRecognizer);
+        if (index > -1) {
+            this.requireFail.splice(index, 1);
+        }
+        return this;
+    },
+
+    /**
+     * has require failures boolean
+     * @returns {boolean}
+     */
+    hasRequireFailures: function() {
+        return this.requireFail.length > 0;
+    },
+
+    /**
+     * if the recognizer can recognize simultaneous with an other recognizer
+     * @param {Recognizer} otherRecognizer
+     * @returns {Boolean}
+     */
+    canRecognizeWith: function(otherRecognizer) {
+        return !!this.simultaneous[otherRecognizer.id];
+    },
+
+    /**
+     * You should use `tryEmit` instead of `emit` directly to check
+     * that all the needed recognizers has failed before emitting.
+     * @param {Object} input
+     */
+    emit: function(input) {
+        var self = this;
+        var state = this.state;
+
+        function emit(event) {
+            self.manager.emit(event, input);
+        }
+
+        // 'panstart' and 'panmove'
+        if (state < STATE_ENDED) {
+            emit(self.options.event + stateStr(state));
+        }
+
+        emit(self.options.event); // simple 'eventName' events
+
+        if (input.additionalEvent) { // additional event(panleft, panright, pinchin, pinchout...)
+            emit(input.additionalEvent);
+        }
+
+        // panend and pancancel
+        if (state >= STATE_ENDED) {
+            emit(self.options.event + stateStr(state));
+        }
+    },
+
+    /**
+     * Check that all the require failure recognizers has failed,
+     * if true, it emits a gesture event,
+     * otherwise, setup the state to FAILED.
+     * @param {Object} input
+     */
+    tryEmit: function(input) {
+        if (this.canEmit()) {
+            return this.emit(input);
+        }
+        // it's failing anyway
+        this.state = STATE_FAILED;
+    },
+
+    /**
+     * can we emit?
+     * @returns {boolean}
+     */
+    canEmit: function() {
+        var i = 0;
+        while (i < this.requireFail.length) {
+            if (!(this.requireFail[i].state & (STATE_FAILED | STATE_POSSIBLE))) {
+                return false;
+            }
+            i++;
+        }
+        return true;
+    },
+
+    /**
+     * update the recognizer
+     * @param {Object} inputData
+     */
+    recognize: function(inputData) {
+        // make a new copy of the inputData
+        // so we can change the inputData without messing up the other recognizers
+        var inputDataClone = assign({}, inputData);
+
+        // is is enabled and allow recognizing?
+        if (!boolOrFn(this.options.enable, [this, inputDataClone])) {
+            this.reset();
+            this.state = STATE_FAILED;
+            return;
+        }
+
+        // reset when we've reached the end
+        if (this.state & (STATE_RECOGNIZED | STATE_CANCELLED | STATE_FAILED)) {
+            this.state = STATE_POSSIBLE;
+        }
+
+        this.state = this.process(inputDataClone);
+
+        // the recognizer has recognized a gesture
+        // so trigger an event
+        if (this.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED | STATE_CANCELLED)) {
+            this.tryEmit(inputDataClone);
+        }
+    },
+
+    /**
+     * return the state of the recognizer
+     * the actual recognizing happens in this method
+     * @virtual
+     * @param {Object} inputData
+     * @returns {Const} STATE
+     */
+    process: function(inputData) { }, // jshint ignore:line
+
+    /**
+     * return the preferred touch-action
+     * @virtual
+     * @returns {Array}
+     */
+    getTouchAction: function() { },
+
+    /**
+     * called when the gesture isn't allowed to recognize
+     * like when another is being recognized or it is disabled
+     * @virtual
+     */
+    reset: function() { }
+};
+
+/**
+ * get a usable string, used as event postfix
+ * @param {Const} state
+ * @returns {String} state
+ */
+function stateStr(state) {
+    if (state & STATE_CANCELLED) {
+        return 'cancel';
+    } else if (state & STATE_ENDED) {
+        return 'end';
+    } else if (state & STATE_CHANGED) {
+        return 'move';
+    } else if (state & STATE_BEGAN) {
+        return 'start';
+    }
+    return '';
+}
+
+/**
+ * direction cons to string
+ * @param {Const} direction
+ * @returns {String}
+ */
+function directionStr(direction) {
+    if (direction == DIRECTION_DOWN) {
+        return 'down';
+    } else if (direction == DIRECTION_UP) {
+        return 'up';
+    } else if (direction == DIRECTION_LEFT) {
+        return 'left';
+    } else if (direction == DIRECTION_RIGHT) {
+        return 'right';
+    }
+    return '';
+}
+
+/**
+ * get a recognizer by name if it is bound to a manager
+ * @param {Recognizer|String} otherRecognizer
+ * @param {Recognizer} recognizer
+ * @returns {Recognizer}
+ */
+function getRecognizerByNameIfManager(otherRecognizer, recognizer) {
+    var manager = recognizer.manager;
+    if (manager) {
+        return manager.get(otherRecognizer);
+    }
+    return otherRecognizer;
+}
+
+/**
+ * This recognizer is just used as a base for the simple attribute recognizers.
+ * @constructor
+ * @extends Recognizer
+ */
+function AttrRecognizer() {
+    Recognizer.apply(this, arguments);
+}
+
+inherit(AttrRecognizer, Recognizer, {
+    /**
+     * @namespace
+     * @memberof AttrRecognizer
+     */
+    defaults: {
+        /**
+         * @type {Number}
+         * @default 1
+         */
+        pointers: 1
+    },
+
+    /**
+     * Used to check if it the recognizer receives valid input, like input.distance > 10.
+     * @memberof AttrRecognizer
+     * @param {Object} input
+     * @returns {Boolean} recognized
+     */
+    attrTest: function(input) {
+        var optionPointers = this.options.pointers;
+        return optionPointers === 0 || input.pointers.length === optionPointers;
+    },
+
+    /**
+     * Process the input and return the state for the recognizer
+     * @memberof AttrRecognizer
+     * @param {Object} input
+     * @returns {*} State
+     */
+    process: function(input) {
+        var state = this.state;
+        var eventType = input.eventType;
+
+        var isRecognized = state & (STATE_BEGAN | STATE_CHANGED);
+        var isValid = this.attrTest(input);
+
+        // on cancel input and we've recognized before, return STATE_CANCELLED
+        if (isRecognized && (eventType & INPUT_CANCEL || !isValid)) {
+            return state | STATE_CANCELLED;
+        } else if (isRecognized || isValid) {
+            if (eventType & INPUT_END) {
+                return state | STATE_ENDED;
+            } else if (!(state & STATE_BEGAN)) {
+                return STATE_BEGAN;
+            }
+            return state | STATE_CHANGED;
+        }
+        return STATE_FAILED;
+    }
+});
+
+/**
+ * Pan
+ * Recognized when the pointer is down and moved in the allowed direction.
+ * @constructor
+ * @extends AttrRecognizer
+ */
+function PanRecognizer() {
+    AttrRecognizer.apply(this, arguments);
+
+    this.pX = null;
+    this.pY = null;
+}
+
+inherit(PanRecognizer, AttrRecognizer, {
+    /**
+     * @namespace
+     * @memberof PanRecognizer
+     */
+    defaults: {
+        event: 'pan',
+        threshold: 10,
+        pointers: 1,
+        direction: DIRECTION_ALL
+    },
+
+    getTouchAction: function() {
+        var direction = this.options.direction;
+        var actions = [];
+        if (direction & DIRECTION_HORIZONTAL) {
+            actions.push(TOUCH_ACTION_PAN_Y);
+        }
+        if (direction & DIRECTION_VERTICAL) {
+            actions.push(TOUCH_ACTION_PAN_X);
+        }
+        return actions;
+    },
+
+    directionTest: function(input) {
+        var options = this.options;
+        var hasMoved = true;
+        var distance = input.distance;
+        var direction = input.direction;
+        var x = input.deltaX;
+        var y = input.deltaY;
+
+        // lock to axis?
+        if (!(direction & options.direction)) {
+            if (options.direction & DIRECTION_HORIZONTAL) {
+                direction = (x === 0) ? DIRECTION_NONE : (x < 0) ? DIRECTION_LEFT : DIRECTION_RIGHT;
+                hasMoved = x != this.pX;
+                distance = Math.abs(input.deltaX);
+            } else {
+                direction = (y === 0) ? DIRECTION_NONE : (y < 0) ? DIRECTION_UP : DIRECTION_DOWN;
+                hasMoved = y != this.pY;
+                distance = Math.abs(input.deltaY);
+            }
+        }
+        input.direction = direction;
+        return hasMoved && distance > options.threshold && direction & options.direction;
+    },
+
+    attrTest: function(input) {
+        return AttrRecognizer.prototype.attrTest.call(this, input) &&
+            (this.state & STATE_BEGAN || (!(this.state & STATE_BEGAN) && this.directionTest(input)));
+    },
+
+    emit: function(input) {
+
+        this.pX = input.deltaX;
+        this.pY = input.deltaY;
+
+        var direction = directionStr(input.direction);
+
+        if (direction) {
+            input.additionalEvent = this.options.event + direction;
+        }
+        this._super.emit.call(this, input);
+    }
+});
+
+/**
+ * Pinch
+ * Recognized when two or more pointers are moving toward (zoom-in) or away from each other (zoom-out).
+ * @constructor
+ * @extends AttrRecognizer
+ */
+function PinchRecognizer() {
+    AttrRecognizer.apply(this, arguments);
+}
+
+inherit(PinchRecognizer, AttrRecognizer, {
+    /**
+     * @namespace
+     * @memberof PinchRecognizer
+     */
+    defaults: {
+        event: 'pinch',
+        threshold: 0,
+        pointers: 2
+    },
+
+    getTouchAction: function() {
+        return [TOUCH_ACTION_NONE];
+    },
+
+    attrTest: function(input) {
+        return this._super.attrTest.call(this, input) &&
+            (Math.abs(input.scale - 1) > this.options.threshold || this.state & STATE_BEGAN);
+    },
+
+    emit: function(input) {
+        if (input.scale !== 1) {
+            var inOut = input.scale < 1 ? 'in' : 'out';
+            input.additionalEvent = this.options.event + inOut;
+        }
+        this._super.emit.call(this, input);
+    }
+});
+
+/**
+ * Press
+ * Recognized when the pointer is down for x ms without any movement.
+ * @constructor
+ * @extends Recognizer
+ */
+function PressRecognizer() {
+    Recognizer.apply(this, arguments);
+
+    this._timer = null;
+    this._input = null;
+}
+
+inherit(PressRecognizer, Recognizer, {
+    /**
+     * @namespace
+     * @memberof PressRecognizer
+     */
+    defaults: {
+        event: 'press',
+        pointers: 1,
+        time: 251, // minimal time of the pointer to be pressed
+        threshold: 9 // a minimal movement is ok, but keep it low
+    },
+
+    getTouchAction: function() {
+        return [TOUCH_ACTION_AUTO];
+    },
+
+    process: function(input) {
+        var options = this.options;
+        var validPointers = input.pointers.length === options.pointers;
+        var validMovement = input.distance < options.threshold;
+        var validTime = input.deltaTime > options.time;
+
+        this._input = input;
+
+        // we only allow little movement
+        // and we've reached an end event, so a tap is possible
+        if (!validMovement || !validPointers || (input.eventType & (INPUT_END | INPUT_CANCEL) && !validTime)) {
+            this.reset();
+        } else if (input.eventType & INPUT_START) {
+            this.reset();
+            this._timer = setTimeoutContext(function() {
+                this.state = STATE_RECOGNIZED;
+                this.tryEmit();
+            }, options.time, this);
+        } else if (input.eventType & INPUT_END) {
+            return STATE_RECOGNIZED;
+        }
+        return STATE_FAILED;
+    },
+
+    reset: function() {
+        clearTimeout(this._timer);
+    },
+
+    emit: function(input) {
+        if (this.state !== STATE_RECOGNIZED) {
+            return;
+        }
+
+        if (input && (input.eventType & INPUT_END)) {
+            this.manager.emit(this.options.event + 'up', input);
+        } else {
+            this._input.timeStamp = now();
+            this.manager.emit(this.options.event, this._input);
+        }
+    }
+});
+
+/**
+ * Rotate
+ * Recognized when two or more pointer are moving in a circular motion.
+ * @constructor
+ * @extends AttrRecognizer
+ */
+function RotateRecognizer() {
+    AttrRecognizer.apply(this, arguments);
+}
+
+inherit(RotateRecognizer, AttrRecognizer, {
+    /**
+     * @namespace
+     * @memberof RotateRecognizer
+     */
+    defaults: {
+        event: 'rotate',
+        threshold: 0,
+        pointers: 2
+    },
+
+    getTouchAction: function() {
+        return [TOUCH_ACTION_NONE];
+    },
+
+    attrTest: function(input) {
+        return this._super.attrTest.call(this, input) &&
+            (Math.abs(input.rotation) > this.options.threshold || this.state & STATE_BEGAN);
+    }
+});
+
+/**
+ * Swipe
+ * Recognized when the pointer is moving fast (velocity), with enough distance in the allowed direction.
+ * @constructor
+ * @extends AttrRecognizer
+ */
+function SwipeRecognizer() {
+    AttrRecognizer.apply(this, arguments);
+}
+
+inherit(SwipeRecognizer, AttrRecognizer, {
+    /**
+     * @namespace
+     * @memberof SwipeRecognizer
+     */
+    defaults: {
+        event: 'swipe',
+        threshold: 10,
+        velocity: 0.3,
+        direction: DIRECTION_HORIZONTAL | DIRECTION_VERTICAL,
+        pointers: 1
+    },
+
+    getTouchAction: function() {
+        return PanRecognizer.prototype.getTouchAction.call(this);
+    },
+
+    attrTest: function(input) {
+        var direction = this.options.direction;
+        var velocity;
+
+        if (direction & (DIRECTION_HORIZONTAL | DIRECTION_VERTICAL)) {
+            velocity = input.overallVelocity;
+        } else if (direction & DIRECTION_HORIZONTAL) {
+            velocity = input.overallVelocityX;
+        } else if (direction & DIRECTION_VERTICAL) {
+            velocity = input.overallVelocityY;
+        }
+
+        return this._super.attrTest.call(this, input) &&
+            direction & input.offsetDirection &&
+            input.distance > this.options.threshold &&
+            input.maxPointers == this.options.pointers &&
+            abs(velocity) > this.options.velocity && input.eventType & INPUT_END;
+    },
+
+    emit: function(input) {
+        var direction = directionStr(input.offsetDirection);
+        if (direction) {
+            this.manager.emit(this.options.event + direction, input);
+        }
+
+        this.manager.emit(this.options.event, input);
+    }
+});
+
+/**
+ * A tap is ecognized when the pointer is doing a small tap/click. Multiple taps are recognized if they occur
+ * between the given interval and position. The delay option can be used to recognize multi-taps without firing
+ * a single tap.
+ *
+ * The eventData from the emitted event contains the property `tapCount`, which contains the amount of
+ * multi-taps being recognized.
+ * @constructor
+ * @extends Recognizer
+ */
+function TapRecognizer() {
+    Recognizer.apply(this, arguments);
+
+    // previous time and center,
+    // used for tap counting
+    this.pTime = false;
+    this.pCenter = false;
+
+    this._timer = null;
+    this._input = null;
+    this.count = 0;
+}
+
+inherit(TapRecognizer, Recognizer, {
+    /**
+     * @namespace
+     * @memberof PinchRecognizer
+     */
+    defaults: {
+        event: 'tap',
+        pointers: 1,
+        taps: 1,
+        interval: 300, // max time between the multi-tap taps
+        time: 250, // max time of the pointer to be down (like finger on the screen)
+        threshold: 9, // a minimal movement is ok, but keep it low
+        posThreshold: 10 // a multi-tap can be a bit off the initial position
+    },
+
+    getTouchAction: function() {
+        return [TOUCH_ACTION_MANIPULATION];
+    },
+
+    process: function(input) {
+        var options = this.options;
+
+        var validPointers = input.pointers.length === options.pointers;
+        var validMovement = input.distance < options.threshold;
+        var validTouchTime = input.deltaTime < options.time;
+
+        this.reset();
+
+        if ((input.eventType & INPUT_START) && (this.count === 0)) {
+            return this.failTimeout();
+        }
+
+        // we only allow little movement
+        // and we've reached an end event, so a tap is possible
+        if (validMovement && validTouchTime && validPointers) {
+            if (input.eventType != INPUT_END) {
+                return this.failTimeout();
+            }
+
+            var validInterval = this.pTime ? (input.timeStamp - this.pTime < options.interval) : true;
+            var validMultiTap = !this.pCenter || getDistance(this.pCenter, input.center) < options.posThreshold;
+
+            this.pTime = input.timeStamp;
+            this.pCenter = input.center;
+
+            if (!validMultiTap || !validInterval) {
+                this.count = 1;
+            } else {
+                this.count += 1;
+            }
+
+            this._input = input;
+
+            // if tap count matches we have recognized it,
+            // else it has began recognizing...
+            var tapCount = this.count % options.taps;
+            if (tapCount === 0) {
+                // no failing requirements, immediately trigger the tap event
+                // or wait as long as the multitap interval to trigger
+                if (!this.hasRequireFailures()) {
+                    return STATE_RECOGNIZED;
+                } else {
+                    this._timer = setTimeoutContext(function() {
+                        this.state = STATE_RECOGNIZED;
+                        this.tryEmit();
+                    }, options.interval, this);
+                    return STATE_BEGAN;
+                }
+            }
+        }
+        return STATE_FAILED;
+    },
+
+    failTimeout: function() {
+        this._timer = setTimeoutContext(function() {
+            this.state = STATE_FAILED;
+        }, this.options.interval, this);
+        return STATE_FAILED;
+    },
+
+    reset: function() {
+        clearTimeout(this._timer);
+    },
+
+    emit: function() {
+        if (this.state == STATE_RECOGNIZED) {
+            this._input.tapCount = this.count;
+            this.manager.emit(this.options.event, this._input);
+        }
+    }
+});
+
+/**
+ * Simple way to create a manager with a default set of recognizers.
+ * @param {HTMLElement} element
+ * @param {Object} [options]
+ * @constructor
+ */
+function Hammer(element, options) {
+    options = options || {};
+    options.recognizers = ifUndefined(options.recognizers, Hammer.defaults.preset);
+    return new Manager(element, options);
+}
+
+/**
+ * @const {string}
+ */
+Hammer.VERSION = '2.0.7';
+
+/**
+ * default settings
+ * @namespace
+ */
+Hammer.defaults = {
+    /**
+     * set if DOM events are being triggered.
+     * But this is slower and unused by simple implementations, so disabled by default.
+     * @type {Boolean}
+     * @default false
+     */
+    domEvents: false,
+
+    /**
+     * The value for the touchAction property/fallback.
+     * When set to `compute` it will magically set the correct value based on the added recognizers.
+     * @type {String}
+     * @default compute
+     */
+    touchAction: TOUCH_ACTION_COMPUTE,
+
+    /**
+     * @type {Boolean}
+     * @default true
+     */
+    enable: true,
+
+    /**
+     * EXPERIMENTAL FEATURE -- can be removed/changed
+     * Change the parent input target element.
+     * If Null, then it is being set the to main element.
+     * @type {Null|EventTarget}
+     * @default null
+     */
+    inputTarget: null,
+
+    /**
+     * force an input class
+     * @type {Null|Function}
+     * @default null
+     */
+    inputClass: null,
+
+    /**
+     * Default recognizer setup when calling `Hammer()`
+     * When creating a new Manager these will be skipped.
+     * @type {Array}
+     */
+    preset: [
+        // RecognizerClass, options, [recognizeWith, ...], [requireFailure, ...]
+        [RotateRecognizer, {enable: false}],
+        [PinchRecognizer, {enable: false}, ['rotate']],
+        [SwipeRecognizer, {direction: DIRECTION_HORIZONTAL}],
+        [PanRecognizer, {direction: DIRECTION_HORIZONTAL}, ['swipe']],
+        [TapRecognizer],
+        [TapRecognizer, {event: 'doubletap', taps: 2}, ['tap']],
+        [PressRecognizer]
+    ],
+
+    /**
+     * Some CSS properties can be used to improve the working of Hammer.
+     * Add them to this method and they will be set when creating a new Manager.
+     * @namespace
+     */
+    cssProps: {
+        /**
+         * Disables text selection to improve the dragging gesture. Mainly for desktop browsers.
+         * @type {String}
+         * @default 'none'
+         */
+        userSelect: 'none',
+
+        /**
+         * Disable the Windows Phone grippers when pressing an element.
+         * @type {String}
+         * @default 'none'
+         */
+        touchSelect: 'none',
+
+        /**
+         * Disables the default callout shown when you touch and hold a touch target.
+         * On iOS, when you touch and hold a touch target such as a link, Safari displays
+         * a callout containing information about the link. This property allows you to disable that callout.
+         * @type {String}
+         * @default 'none'
+         */
+        touchCallout: 'none',
+
+        /**
+         * Specifies whether zooming is enabled. Used by IE10>
+         * @type {String}
+         * @default 'none'
+         */
+        contentZooming: 'none',
+
+        /**
+         * Specifies that an entire element should be draggable instead of its contents. Mainly for desktop browsers.
+         * @type {String}
+         * @default 'none'
+         */
+        userDrag: 'none',
+
+        /**
+         * Overrides the highlight color shown when the user taps a link or a JavaScript
+         * clickable element in iOS. This property obeys the alpha value, if specified.
+         * @type {String}
+         * @default 'rgba(0,0,0,0)'
+         */
+        tapHighlightColor: 'rgba(0,0,0,0)'
+    }
+};
+
+var STOP = 1;
+var FORCED_STOP = 2;
+
+/**
+ * Manager
+ * @param {HTMLElement} element
+ * @param {Object} [options]
+ * @constructor
+ */
+function Manager(element, options) {
+    this.options = assign({}, Hammer.defaults, options || {});
+
+    this.options.inputTarget = this.options.inputTarget || element;
+
+    this.handlers = {};
+    this.session = {};
+    this.recognizers = [];
+    this.oldCssProps = {};
+
+    this.element = element;
+    this.input = createInputInstance(this);
+    this.touchAction = new TouchAction(this, this.options.touchAction);
+
+    toggleCssProps(this, true);
+
+    each(this.options.recognizers, function(item) {
+        var recognizer = this.add(new (item[0])(item[1]));
+        item[2] && recognizer.recognizeWith(item[2]);
+        item[3] && recognizer.requireFailure(item[3]);
+    }, this);
+}
+
+Manager.prototype = {
+    /**
+     * set options
+     * @param {Object} options
+     * @returns {Manager}
+     */
+    set: function(options) {
+        assign(this.options, options);
+
+        // Options that need a little more setup
+        if (options.touchAction) {
+            this.touchAction.update();
+        }
+        if (options.inputTarget) {
+            // Clean up existing event listeners and reinitialize
+            this.input.destroy();
+            this.input.target = options.inputTarget;
+            this.input.init();
+        }
+        return this;
+    },
+
+    /**
+     * stop recognizing for this session.
+     * This session will be discarded, when a new [input]start event is fired.
+     * When forced, the recognizer cycle is stopped immediately.
+     * @param {Boolean} [force]
+     */
+    stop: function(force) {
+        this.session.stopped = force ? FORCED_STOP : STOP;
+    },
+
+    /**
+     * run the recognizers!
+     * called by the inputHandler function on every movement of the pointers (touches)
+     * it walks through all the recognizers and tries to detect the gesture that is being made
+     * @param {Object} inputData
+     */
+    recognize: function(inputData) {
+        var session = this.session;
+        if (session.stopped) {
+            return;
+        }
+
+        // run the touch-action polyfill
+        this.touchAction.preventDefaults(inputData);
+
+        var recognizer;
+        var recognizers = this.recognizers;
+
+        // this holds the recognizer that is being recognized.
+        // so the recognizer's state needs to be BEGAN, CHANGED, ENDED or RECOGNIZED
+        // if no recognizer is detecting a thing, it is set to `null`
+        var curRecognizer = session.curRecognizer;
+
+        // reset when the last recognizer is recognized
+        // or when we're in a new session
+        if (!curRecognizer || (curRecognizer && curRecognizer.state & STATE_RECOGNIZED)) {
+            curRecognizer = session.curRecognizer = null;
+        }
+
+        var i = 0;
+        while (i < recognizers.length) {
+            recognizer = recognizers[i];
+
+            // find out if we are allowed try to recognize the input for this one.
+            // 1.   allow if the session is NOT forced stopped (see the .stop() method)
+            // 2.   allow if we still haven't recognized a gesture in this session, or the this recognizer is the one
+            //      that is being recognized.
+            // 3.   allow if the recognizer is allowed to run simultaneous with the current recognized recognizer.
+            //      this can be setup with the `recognizeWith()` method on the recognizer.
+            if (session.stopped !== FORCED_STOP && ( // 1
+                    !curRecognizer || recognizer == curRecognizer || // 2
+                    recognizer.canRecognizeWith(curRecognizer))) { // 3
+                recognizer.recognize(inputData);
+            } else {
+                recognizer.reset();
+            }
+
+            // if the recognizer has been recognizing the input as a valid gesture, we want to store this one as the
+            // current active recognizer. but only if we don't already have an active recognizer
+            if (!curRecognizer && recognizer.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED)) {
+                curRecognizer = session.curRecognizer = recognizer;
+            }
+            i++;
+        }
+    },
+
+    /**
+     * get a recognizer by its event name.
+     * @param {Recognizer|String} recognizer
+     * @returns {Recognizer|Null}
+     */
+    get: function(recognizer) {
+        if (recognizer instanceof Recognizer) {
+            return recognizer;
+        }
+
+        var recognizers = this.recognizers;
+        for (var i = 0; i < recognizers.length; i++) {
+            if (recognizers[i].options.event == recognizer) {
+                return recognizers[i];
+            }
+        }
+        return null;
+    },
+
+    /**
+     * add a recognizer to the manager
+     * existing recognizers with the same event name will be removed
+     * @param {Recognizer} recognizer
+     * @returns {Recognizer|Manager}
+     */
+    add: function(recognizer) {
+        if (invokeArrayArg(recognizer, 'add', this)) {
+            return this;
+        }
+
+        // remove existing
+        var existing = this.get(recognizer.options.event);
+        if (existing) {
+            this.remove(existing);
+        }
+
+        this.recognizers.push(recognizer);
+        recognizer.manager = this;
+
+        this.touchAction.update();
+        return recognizer;
+    },
+
+    /**
+     * remove a recognizer by name or instance
+     * @param {Recognizer|String} recognizer
+     * @returns {Manager}
+     */
+    remove: function(recognizer) {
+        if (invokeArrayArg(recognizer, 'remove', this)) {
+            return this;
+        }
+
+        recognizer = this.get(recognizer);
+
+        // let's make sure this recognizer exists
+        if (recognizer) {
+            var recognizers = this.recognizers;
+            var index = inArray(recognizers, recognizer);
+
+            if (index !== -1) {
+                recognizers.splice(index, 1);
+                this.touchAction.update();
+            }
+        }
+
+        return this;
+    },
+
+    /**
+     * bind event
+     * @param {String} events
+     * @param {Function} handler
+     * @returns {EventEmitter} this
+     */
+    on: function(events, handler) {
+        if (events === undefined) {
+            return;
+        }
+        if (handler === undefined) {
+            return;
+        }
+
+        var handlers = this.handlers;
+        each(splitStr(events), function(event) {
+            handlers[event] = handlers[event] || [];
+            handlers[event].push(handler);
+        });
+        return this;
+    },
+
+    /**
+     * unbind event, leave emit blank to remove all handlers
+     * @param {String} events
+     * @param {Function} [handler]
+     * @returns {EventEmitter} this
+     */
+    off: function(events, handler) {
+        if (events === undefined) {
+            return;
+        }
+
+        var handlers = this.handlers;
+        each(splitStr(events), function(event) {
+            if (!handler) {
+                delete handlers[event];
+            } else {
+                handlers[event] && handlers[event].splice(inArray(handlers[event], handler), 1);
+            }
+        });
+        return this;
+    },
+
+    /**
+     * emit event to the listeners
+     * @param {String} event
+     * @param {Object} data
+     */
+    emit: function(event, data) {
+        // we also want to trigger dom events
+        if (this.options.domEvents) {
+            triggerDomEvent(event, data);
+        }
+
+        // no handlers, so skip it all
+        var handlers = this.handlers[event] && this.handlers[event].slice();
+        if (!handlers || !handlers.length) {
+            return;
+        }
+
+        data.type = event;
+        data.preventDefault = function() {
+            data.srcEvent.preventDefault();
+        };
+
+        var i = 0;
+        while (i < handlers.length) {
+            handlers[i](data);
+            i++;
+        }
+    },
+
+    /**
+     * destroy the manager and unbinds all events
+     * it doesn't unbind dom events, that is the user own responsibility
+     */
+    destroy: function() {
+        this.element && toggleCssProps(this, false);
+
+        this.handlers = {};
+        this.session = {};
+        this.input.destroy();
+        this.element = null;
+    }
+};
+
+/**
+ * add/remove the css properties as defined in manager.options.cssProps
+ * @param {Manager} manager
+ * @param {Boolean} add
+ */
+function toggleCssProps(manager, add) {
+    var element = manager.element;
+    if (!element.style) {
+        return;
+    }
+    var prop;
+    each(manager.options.cssProps, function(value, name) {
+        prop = prefixed(element.style, name);
+        if (add) {
+            manager.oldCssProps[prop] = element.style[prop];
+            element.style[prop] = value;
+        } else {
+            element.style[prop] = manager.oldCssProps[prop] || '';
+        }
+    });
+    if (!add) {
+        manager.oldCssProps = {};
+    }
+}
+
+/**
+ * trigger dom event
+ * @param {String} event
+ * @param {Object} data
+ */
+function triggerDomEvent(event, data) {
+    var gestureEvent = document.createEvent('Event');
+    gestureEvent.initEvent(event, true, true);
+    gestureEvent.gesture = data;
+    data.target.dispatchEvent(gestureEvent);
+}
+
+assign(Hammer, {
+    INPUT_START: INPUT_START,
+    INPUT_MOVE: INPUT_MOVE,
+    INPUT_END: INPUT_END,
+    INPUT_CANCEL: INPUT_CANCEL,
+
+    STATE_POSSIBLE: STATE_POSSIBLE,
+    STATE_BEGAN: STATE_BEGAN,
+    STATE_CHANGED: STATE_CHANGED,
+    STATE_ENDED: STATE_ENDED,
+    STATE_RECOGNIZED: STATE_RECOGNIZED,
+    STATE_CANCELLED: STATE_CANCELLED,
+    STATE_FAILED: STATE_FAILED,
+
+    DIRECTION_NONE: DIRECTION_NONE,
+    DIRECTION_LEFT: DIRECTION_LEFT,
+    DIRECTION_RIGHT: DIRECTION_RIGHT,
+    DIRECTION_UP: DIRECTION_UP,
+    DIRECTION_DOWN: DIRECTION_DOWN,
+    DIRECTION_HORIZONTAL: DIRECTION_HORIZONTAL,
+    DIRECTION_VERTICAL: DIRECTION_VERTICAL,
+    DIRECTION_ALL: DIRECTION_ALL,
+
+    Manager: Manager,
+    Input: Input,
+    TouchAction: TouchAction,
+
+    TouchInput: TouchInput,
+    MouseInput: MouseInput,
+    PointerEventInput: PointerEventInput,
+    TouchMouseInput: TouchMouseInput,
+    SingleTouchInput: SingleTouchInput,
+
+    Recognizer: Recognizer,
+    AttrRecognizer: AttrRecognizer,
+    Tap: TapRecognizer,
+    Pan: PanRecognizer,
+    Swipe: SwipeRecognizer,
+    Pinch: PinchRecognizer,
+    Rotate: RotateRecognizer,
+    Press: PressRecognizer,
+
+    on: addEventListeners,
+    off: removeEventListeners,
+    each: each,
+    merge: merge,
+    extend: extend,
+    assign: assign,
+    inherit: inherit,
+    bindFn: bindFn,
+    prefixed: prefixed
+});
+
+// this prevents errors when Hammer is loaded in the presence of an AMD
+//  style loader but by script tag, not by the loader.
+var freeGlobal = (typeof window !== 'undefined' ? window : (typeof self !== 'undefined' ? self : {})); // jshint ignore:line
+freeGlobal.Hammer = Hammer;
+
+if (typeof define === 'function' && define.amd) {
+    define(function() {
+        return Hammer;
+    });
+} else if (typeof module != 'undefined' && module.exports) {
+    module.exports = Hammer;
+} else {
+    window[exportName] = Hammer;
+}
+
+})(window, document, 'Hammer');
 
 /*****
  * @licstart
@@ -3819,6 +6466,27 @@ function init()
     aSlideShow.bIsEnabled = theMetaDoc.bIsAnimated;
     theSlideIndexPage = new SlideIndexPage();
     aSlideShow.displaySlide( theMetaDoc.nStartSlideNumber, false );
+
+    // In the iOS app, allow slide switching with swipe gestures left
+    // and right. Swiping up or down will exit the slideshow.
+    var ua = navigator.userAgent;
+    if (ua.indexOf(' AppleWebKit/') !== -1 &&
+        ua.indexOf(' Mobile/') !== -1) {
+        var hammer = new Hammer(ROOT_NODE);
+        hammer.on('swipeleft', function() {
+            switchSlide(1, false);
+        });
+        hammer.on('swiperight', function() {
+            switchSlide(-1, false);
+        });
+        hammer.get('swipe').set({ direction: Hammer.DIRECTION_ALL });
+        hammer.on('swipeup', function() {
+            aSlideShow.exitSlideShowInApp();
+        });
+        hammer.on('swipedown', function() {
+            aSlideShow.exitSlideShowInApp();
+        });
+    }
 }
 
 function presentationEngineStop()


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