import { c as createCommonjsModule } from './_commonjsHelpers-97e6d7b1.js';
var hammer = createCommonjsModule(function (module) {
    /*! 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$1) {
        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$1) {
                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$1 || 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$1 && 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$1)) {
                    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$1 : undefined$1, args);
            }
            return val;
        }
        /**
         * use the val2 when val1 is undefined
         * @param {*} val1
         * @param {*} val2
         * @returns {*}
         */
        function ifUndefined(val1, val2) {
            return (val1 === undefined$1) ? val2 : val1;
        }
        /**
         * addEventListener with multiple events at once
         * @param {EventTarget} target
         * @param {String} types
         * @param {Function} handler
         */
        function addEventListeners(target, types, handler) {
            each(splitStr(types), function (type) {
                target.addEventListener(type, handler, false);
            });
        }
        /**
         * removeEventListener with multiple events at once
         * @param {EventTarget} target
         * @param {String} types
         * @param {Function} handler
         */
        function removeEventListeners(target, types, handler) {
            each(splitStr(types), function (type) {
                target.removeEventListener(type, handler, false);
            });
        }
        /**
         * find if a node is in the given parent
         * @method hasParent
         * @param {HTMLElement} node
         * @param {HTMLElement} parent
         * @return {Boolean} found
         */
        function hasParent(node, parent) {
            while (node) {
                if (node == parent) {
                    return true;
                }
                node = node.parentNode;
            }
            return false;
        }
        /**
         * small indexOf wrapper
         * @param {String} str
         * @param {String} find
         * @returns {Boolean} found
         */
        function inStr(str, find) {
            return str.indexOf(find) > -1;
        }
        /**
         * split string on whitespace
         * @param {String} str
         * @returns {Array} words
         */
        function splitStr(str) {
            return str.trim().split(/\s+/g);
        }
        /**
         * find if a array contains the object using indexOf or a simple polyFill
         * @param {Array} src
         * @param {String} find
         * @param {String} [findByKey]
         * @return {Boolean|Number} false when not found, or the index
         */
        function inArray(src, find, findByKey) {
            if (src.indexOf && !findByKey) {
                return src.indexOf(find);
            }
            else {
                var i = 0;
                while (i < src.length) {
                    if ((findByKey && src[i][findByKey] == find) || (!findByKey && src[i] === find)) {
                        return i;
                    }
                    i++;
                }
                return -1;
            }
        }
        /**
         * convert array-like objects to real arrays
         * @param {Object} obj
         * @returns {Array}
         */
        function toArray(obj) {
            return Array.prototype.slice.call(obj, 0);
        }
        /**
         * unique array with objects based on a key (like 'id') or just by the array's value
         * @param {Array} src [{id:1},{id:2},{id:1}]
         * @param {String} [key]
         * @param {Boolean} [sort=False]
         * @returns {Array} [{id:1},{id:2}]
         */
        function uniqueArray(src, key, sort) {
            var results = [];
            var values = [];
            var i = 0;
            while (i < src.length) {
                var val = key ? src[i][key] : src[i];
                if (inArray(values, val) < 0) {
                    results.push(src[i]);
                }
                values[i] = val;
                i++;
            }
            if (sort) {
                if (!key) {
                    results = results.sort();
                }
                else {
                    results = results.sort(function sortUniqueArray(a, b) {
                        return a[key] > b[key];
                    });
                }
            }
            return results;
        }
        /**
         * get the prefixed property
         * @param {Object} obj
         * @param {String} property
         * @returns {String|Undefined} prefixed
         */
        function prefixed(obj, property) {
            var prefix, prop;
            var camelProp = property[0].toUpperCase() + property.slice(1);
            var i = 0;
            while (i < VENDOR_PREFIXES.length) {
                prefix = VENDOR_PREFIXES[i];
                prop = (prefix) ? prefix + camelProp : property;
                if (prop in obj) {
                    return prop;
                }
                i++;
            }
            return undefined$1;
        }
        /**
         * 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$1;
        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$1)) {
                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$1;
        // 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) { },
            /**
             * 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,
                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,
                time: 250,
                threshold: 9,
                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$1) {
                    return;
                }
                if (handler === undefined$1) {
                    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$1) {
                    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 undefined$1 === 'function' && undefined$1.amd) {
            undefined$1(function () {
                return Hammer;
            });
        }
        else if (module.exports) {
            module.exports = Hammer;
        }
        else {
            window[exportName] = Hammer;
        }
    })(window, document, 'Hammer');
});
