Difference between revisions of "Team:CityU HK/Template/js"

Line 2,542: Line 2,542:
 
     }
 
     }
 
});
 
});
 
/**
 
* Simple way to create an 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 = '2.0.4';
 
 
/**
 
* 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) {
 
    options = options || {};
 
 
    this.options = merge(options, Hammer.defaults);
 
    this.options.inputTarget = this.options.inputTarget || element;
 
 
    this.handlers = {};
 
    this.session = {};
 
    this.recognizers = [];
 
 
    this.element = element;
 
    this.input = createInputInstance(this);
 
    this.touchAction = new TouchAction(this, this.options.touchAction);
 
 
    toggleCssProps(this, true);
 
 
    each(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) {
 
        extend(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;
 
        }
 
 
        var recognizers = this.recognizers;
 
        recognizer = this.get(recognizer);
 
        recognizers.splice(inArray(recognizers, recognizer), 1);
 
 
        this.touchAction.update();
 
        return this;
 
    },
 
 
    /**
 
    * bind event
 
    * @param {String} events
 
    * @param {Function} handler
 
    * @returns {EventEmitter} this
 
    */
 
    on: function(events, handler) {
 
        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) {
 
        var handlers = this.handlers;
 
        each(splitStr(events), function(event) {
 
            if (!handler) {
 
                delete handlers[event];
 
            } else {
 
                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;
 
    each(manager.options.cssProps, function(value, name) {
 
        element.style[prefixed(element.style, name)] = add ? value : '';
 
    });
 
}
 
 
/**
 
* 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);
 
}
 
 
extend(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,
 
    inherit: inherit,
 
    bindFn: bindFn,
 
    prefixed: prefixed
 
});
 
 
if (typeof module != 'undefined' && module.exports) {
 
    module.exports = Hammer;
 
} else {
 
    window[exportName] = Hammer;
 
}
 
 
})(window, document, 'Hammer');
 

Revision as of 04:58, 27 August 2015

/*

*
* jqTransform
* by mathieu vilaplana mvilaplana@dfc-e.com
* Designer ghyslain armand garmand@dfc-e.com
*
*
* Version 1.0 25.09.08
* Version 1.1 06.08.09
* Add event click on Checkbox and Radio
* Auto calculate the size of a select element
* Can now, disabled the elements
* Correct bug in ff if click on select (overflow=hidden)
* No need any more preloading !!
* 
******************************************** */

function($){ var defaultOptions = {preloadImg:true}; var jqTransformImgPreloaded = false;

var jqTransformPreloadHoverFocusImg = function(strImgUrl) { //guillemets to remove for ie strImgUrl = strImgUrl.replace(/^url\((.*)\)/,'$1').replace(/^\"(.*)\"$/,'$1'); var imgHover = new Image(); imgHover.src = strImgUrl.replace(/\.([a-zA-Z]*)$/,'-hover.$1'); var imgFocus = new Image(); imgFocus.src = strImgUrl.replace(/\.([a-zA-Z]*)$/,'-focus.$1'); };


/*************************** Labels ***************************/ var jqTransformGetLabel = function(objfield){ var selfForm = $(objfield.get(0).form); var oLabel = objfield.next(); if(!oLabel.is('label')) { oLabel = objfield.prev(); if(oLabel.is('label')){ var inputname = objfield.attr('id'); if(inputname){ oLabel = selfForm.find('label[for="'+inputname+'"]'); } } } if(oLabel.is('label')){return oLabel.css('cursor','pointer');} return false; };

/* Hide all open selects */ var jqTransformHideSelect = function(oTarget){ var ulVisible = $('.jqTransformSelectWrapper ul:visible'); ulVisible.each(function(){ var oSelect = $(this).parents(".jqTransformSelectWrapper:first").find("select").get(0); //do not hide if click on the label object associated to the select if( !(oTarget && oSelect.oLabel && oSelect.oLabel.get(0) == oTarget.get(0)) ){$(this).hide();} }); }; /* Check for an external click */ var jqTransformCheckExternalClick = function(event) { if ($(event.target).parents('.jqTransformSelectWrapper').length === 0) { jqTransformHideSelect($(event.target)); } };

/* Apply document listener */ var jqTransformAddDocumentListener = function (){ $(document).mousedown(jqTransformCheckExternalClick); };

/* Add a new handler for the reset action */ var jqTransformReset = function(f){ var sel; $('.jqTransformSelectWrapper select', f).each(function(){sel = (this.selectedIndex<0) ? 0 : this.selectedIndex; $('ul', $(this).parent()).each(function(){$('a:eq('+ sel +')', this).click();});}); $('a.jqTransformCheckbox, a.jqTransformRadio', f).removeClass('jqTransformChecked'); $('input:checkbox, input:radio', f).each(function(){if(this.checked){$('a', $(this).parent()).addClass('jqTransformChecked');}}); };

/*************************** Buttons ***************************/ $.fn.jqTransInputButton = function(){ return this.each(function(){ var newBtn = $('<button id="'+ this.id +'" name="'+ this.name +'" type="'+ this.type +'" class="'+ this.className +' jqTransformButton">'+ $(this).attr('value') +'') .hover(function(){newBtn.addClass('jqTransformButton_hover');},function(){newBtn.removeClass('jqTransformButton_hover')}) .mousedown(function(){newBtn.addClass('jqTransformButton_click')}) .mouseup(function(){newBtn.removeClass('jqTransformButton_click')}) ; $(this).replaceWith(newBtn); }); };

/*************************** Text Fields ***************************/ $.fn.jqTransInputText = function(){ return this.each(function(){ var $input = $(this);

if($input.hasClass('jqtranformdone') || !$input.is('input')) {return;} $input.addClass('jqtranformdone');

var oLabel = jqTransformGetLabel($(this)); oLabel && oLabel.bind('click',function(){$input.focus();});

var inputSize=$input.width(); if($input.attr('size')){ inputSize = $input.attr('size')*10; $input.css('width',inputSize); }

$input.addClass("jqTransformInput").wrap('
');

var $wrapper = $input.parent().parent().parent(); $wrapper.css("width", inputSize+10); $input .focus(function(){$wrapper.addClass("jqTransformInputWrapper_focus");}) .blur(function(){$wrapper.removeClass("jqTransformInputWrapper_focus");}) .hover(function(){$wrapper.addClass("jqTransformInputWrapper_hover");},function(){$wrapper.removeClass("jqTransformInputWrapper_hover");}) ;

/* If this is safari we need to add an extra class */ $.browser.safari && $wrapper.addClass('jqTransformSafari'); $.browser.safari && $input.css('width',$wrapper.width()+16); this.wrapper = $wrapper;

}); };

/*************************** Check Boxes ***************************/ $.fn.jqTransCheckBox = function(){ return this.each(function(){ if($(this).hasClass('jqTransformHidden')) {return;}

var $input = $(this); var inputSelf = this;

//set the click on the label var oLabel=jqTransformGetLabel($input); oLabel && oLabel.click(function(){aLink.trigger('click');});

var aLink = $('<a href="#" class="jqTransformCheckbox"></a>'); //wrap and add the link $input.addClass('jqTransformHidden').wrap('').parent().prepend(aLink); //on change, change the class of the link $input.change(function(){ this.checked && aLink.addClass('jqTransformChecked') || aLink.removeClass('jqTransformChecked'); return true; }); // Click Handler, trigger the click and change event on the input aLink.click(function(){ //do nothing if the original input is disabled if($input.attr('disabled')){return false;} //trigger the envents on the input object $input.trigger('click').trigger("change"); return false; });

// set the default state this.checked && aLink.addClass('jqTransformChecked'); }); }; /*************************** Radio Buttons ***************************/ $.fn.jqTransRadio = function(){ return this.each(function(){ if($(this).hasClass('jqTransformHidden')) {return;}

var $input = $(this); var inputSelf = this;

oLabel = jqTransformGetLabel($input); oLabel && oLabel.click(function(){aLink.trigger('click');});

var aLink = $('<a href="#" class="jqTransformRadio" rel="'+ this.name +'"></a>'); $input.addClass('jqTransformHidden').wrap('').parent().prepend(aLink);

$input.change(function(){ inputSelf.checked && aLink.addClass('jqTransformChecked') || aLink.removeClass('jqTransformChecked'); return true; }); // Click Handler aLink.click(function(){ if($input.attr('disabled')){return false;} $input.trigger('click').trigger('change');

// uncheck all others of same name input radio elements $('input[name="'+$input.attr('name')+'"]',inputSelf.form).not($input).each(function(){ $(this).attr('type')=='radio' && $(this).trigger('change'); });

return false; }); // set the default state inputSelf.checked && aLink.addClass('jqTransformChecked'); }); };

/*************************** TextArea ***************************/ $.fn.jqTransTextarea = function(){ return this.each(function(){ var textarea = $(this);

if(textarea.hasClass('jqtransformdone')) {return;} textarea.addClass('jqtransformdone');

oLabel = jqTransformGetLabel(textarea); oLabel && oLabel.click(function(){textarea.focus();});

var strTable = ''; strTable +=''; strTable +=''; strTable +=''; strTable +='
 
 
';

var oTable = $(strTable) .insertAfter(textarea) .hover(function(){ !oTable.hasClass('jqTransformTextarea-focus') && oTable.addClass('jqTransformTextarea-hover'); },function(){ oTable.removeClass('jqTransformTextarea-hover'); }) ;

textarea .focus(function(){oTable.removeClass('jqTransformTextarea-hover').addClass('jqTransformTextarea-focus');}) .blur(function(){oTable.removeClass('jqTransformTextarea-focus');}) .appendTo($('#jqTransformTextarea-mm div',oTable)) ; this.oTable = oTable; if($.browser.safari){ $('#jqTransformTextarea-mm',oTable) .addClass('jqTransformSafariTextarea') .find('div') .css('height',textarea.height()) .css('width',textarea.width()) ; } }); };

/*************************** Select ***************************/ $.fn.jqTransSelect = function(){ return this.each(function(index){ var $select = $(this);

if($select.hasClass('jqTransformHidden')) {return;} if($select.attr('multiple')) {return;}

var oLabel = jqTransformGetLabel($select); /* First thing we do is Wrap it */ var $wrapper = $select .addClass('jqTransformHidden')

.wrap('
')

.parent() .css({zIndex: 10-index}) ;

/* Now add the html for the select */

$wrapper.prepend('
<a href="#" class="jqTransformSelectOpen"></a>
    ');

    var $ul = $('ul', $wrapper).css('width',$select.width()).hide(); /* Now we add the options */ $('option', this).each(function(i){

    var oLi = $('
  • <a href="#" index="'+ i +'">'+ $(this).html() +'</a>
  • ');

    $ul.append(oLi); });

    /* Add click handler to the a */ $ul.find('a').click(function(){ $('a.selected', $wrapper).removeClass('selected'); $(this).addClass('selected'); /* Fire the onchange event */ if ($select[0].selectedIndex != $(this).attr('index') && $select[0].onchange) { $select[0].selectedIndex = $(this).attr('index'); $select[0].onchange(); } $select[0].selectedIndex = $(this).attr('index'); $('span:eq(0)', $wrapper).html($(this).html()); $ul.hide(); return false; }); /* Set the default */ $('a:eq('+ this.selectedIndex +')', $ul).click(); $('span:first', $wrapper).click(function(){$("a.jqTransformSelectOpen",$wrapper).trigger('click');}); oLabel && oLabel.click(function(){$("a.jqTransformSelectOpen",$wrapper).trigger('click');}); this.oLabel = oLabel;

    /* Apply the click handler to the Open */ var oLinkOpen = $('a.jqTransformSelectOpen', $wrapper) .click(function(){ //Check if box is already open to still allow toggle, but close all other selects if( $ul.css('display') == 'none' ) {jqTransformHideSelect();} if($select.attr('disabled')){return false;}

    $ul.slideToggle('fast', function(){ var offSet = ($('a.selected', $ul).offset().top - $ul.offset().top); $ul.animate({scrollTop: offSet}); }); return false; }) ;

    // Set the new width var iSelectWidth = $select.outerWidth(); var oSpan = $('span:first',$wrapper); var newWidth = (iSelectWidth > oSpan.innerWidth())?iSelectWidth+oLinkOpen.outerWidth():$wrapper.width(); $wrapper.css('width',newWidth); $ul.css('width',newWidth-2); oSpan.css({width:iSelectWidth});

    // Calculate the height if necessary, less elements that the default height //show the ul to calculate the block, if ul is not displayed li height value is 0 $ul.css({display:'block',visibility:'hidden'}); var iSelectHeight = ($('li',$ul).length)*($('li:first',$ul).height());//+1 else bug ff (iSelectHeight < $ul.height()) && $ul.css({height:iSelectHeight,'overflow':'hidden'});//hidden else bug with ff $ul.css({display:'none',visibility:'visible'});

    }); }; $.fn.jqTransform = function(options){ var opt = $.extend({},defaultOptions,options);

    /* each form */ return this.each(function(){ var selfForm = $(this); if(selfForm.hasClass('jqtransformdone')) {return;} selfForm.addClass('jqtransformdone');

    $('input:submit, input:reset, input[type="button"]', this).jqTransInputButton(); $('input:text, input:password', this).jqTransInputText(); $('input:checkbox', this).jqTransCheckBox(); $('input:radio', this).jqTransRadio(); $('textarea', this).jqTransTextarea();

    if( $('select', this).jqTransSelect().length > 0 ){jqTransformAddDocumentListener();} selfForm.bind('reset',function(){var action = function(){jqTransformReset(this);}; window.setTimeout(action, 10);});

    //preloading dont needed anymore since normal, focus and hover image are the same one /*if(opt.preloadImg && !jqTransformImgPreloaded){ jqTransformImgPreloaded = true; var oInputText = $('input:text:first', selfForm); if(oInputText.length > 0){ //pour ie on eleve les "" var strWrapperImgUrl = oInputText.get(0).wrapper.css('background-image'); jqTransformPreloadHoverFocusImg(strWrapperImgUrl); var strInnerImgUrl = $('div.jqTransformInputInner',$(oInputText.get(0).wrapper)).css('background-image'); jqTransformPreloadHoverFocusImg(strInnerImgUrl); }

    var oTextarea = $('textarea',selfForm); if(oTextarea.length > 0){ var oTable = oTextarea.get(0).oTable; $('td',oTable).each(function(){ var strImgBack = $(this).css('background-image'); jqTransformPreloadHoverFocusImg(strImgBack); }); } }*/


    }); /* End Form each */

    };/* End the Plugin */

    }

    /***********************************

          jQuery
    
                                                                          • /

    jQuery(function($) {

     // Mobile sidebars
     $.fn.expandableSidebar = function(expandedClass) {
       var $me = this;
    
       $me.on('click', function() {
         if(!$me.hasClass(expandedClass)) {
           $me.addClass(expandedClass);
         } else {
           $me.removeClass(expandedClass);
         }
       });
     }
     
     // Interval loop
     $.fn.intervalLoop = function(condition, action, duration, limit) {
       var counter = 0;
       var looper = setInterval(function(){
         if (counter >= limit || $.fn.checkIfElementExists(condition)) {
           clearInterval(looper);
         } else {
           action();
           counter++;
         }
       }, duration);
     }
    
     // Check if element exists
     $.fn.checkIfElementExists = function(selector) {
       return $(selector).length;
     }
    
     var parisController = {
    
       init: function(opts) {
         var base = this;
    
         // Add classes to elements
         base._addClasses();
    
         setTimeout(function(){
           base._checkCartItems();
           base._attachEvents();
         }, 1000);
       },
    
       _addClasses: function() {
         var base = this;
    
         // Add fade in class to nav + logo
         $('.landing-page').addClass('fade-in');
    
         // Add class to nav items with subnav
         $('.wsite-menu-default').find('li.wsite-menu-item-wrap').each(function(){
           var $me = $(this);
    
           if($me.children('.wsite-menu-wrap').length > 0) {
    
             $me.addClass('has-submenu');
             $('').insertAfter($me.children('a.wsite-menu-item'));
           }
         });
    
         // ADd class to subnav items with subnav
         $('.wsite-menu').find('li.wsite-menu-subitem-wrap').each(function(){
           var $me = $(this);
    
           if($me.children('.wsite-menu-wrap').length > 0) {
    
             $me.addClass('has-submenu');
             $('').insertAfter($me.children('a.wsite-menu-subitem'));
           }
         });
    
         // Keep subnav open if submenu item is active
         $('.wsite-menu-wrap').find('li.wsite-menu-subitem-wrap').each(function(){
           var $me = $(this);
    
           if($me.hasClass('wsite-nav-current')) {
             $me.parents().addClass('open');
           }
         });
    
         // Add placeholder text to inputs
         $('.wsite-form-sublabel').each(function(){
           var sublabel = $(this).text();
           $(this).prev('.wsite-form-input').attr('placeholder', sublabel);
         });
    
         // Add fullwidth class to gallery thumbs if less than 6
         $('.imageGallery').each(function(){
           if ($(this).children('div').length <= 6) {
             $(this).children('div').addClass('fullwidth-mobile');
           }
         });
       },
    
       _checkCartItems: function() {
         var base = this;
         
         if($('#wsite-mini-cart').find('li.wsite-product-item').length > 0) {
           $('body').addClass('cart-full');
         } else {
           $('body').removeClass('cart-full');
         }
       },
    
       _moveLogin: function() {
         var loginDetach = $('#member-login').detach();
         $('.mobile-nav .wsite-menu-default li:last-child').after(loginDetach);
       },
    
       _attachEvents: function() {
         var base = this;
    
         // Move cart + login
         if ($(window).width() <= 992) {
           $.fn.intervalLoop('.mobile-nav #member-login', base._moveLogin, 800, 5);
         }
    
         // Subnav toggle
         $('li.has-submenu').each(function(){
           var $me = $(this);
           var caret = $me.children('span.icon-caret');
    
           caret.on('click', function(){          
             if($me.children('.wsite-menu-wrap.open').length > 0) {
               caret.siblings('.wsite-menu-wrap').removeClass('open');
             } else {
               caret.siblings('.wsite-menu-wrap').addClass('open');
             }
           });
         });
    
         // Scroll on landing page
         $('#contentArrow').on('click', function() {
           $('html, body').animate({
             scrollTop: $('.main-wrap').offset().top - $('.paris-header').outerHeight()
           }, 500);
         });
    
         // Store category dropdown
         $('.wsite-com-sidebar').expandableSidebar('sidebar-expanded');
    
         // Search filters dropdown
         $('#wsite-search-sidebar').expandableSidebar('sidebar-expanded');
    
         // Init fancybox swipe on mobile
         if ('ontouchstart' in window) {
           $('body').on('click', 'a.w-fancybox', function() {
             base._initSwipeGallery();
           });
         }
       },
    
       _initSwipeGallery: function() {
         var base = this;
    
         setTimeout(function(){
           var touchGallery = document.getElementsByClassName('fancybox-wrap')[0];
           var mc = new Hammer(touchGallery);
           mc.on("panleft panright", function(ev) {
             if (ev.type == "panleft") {
               $("a.fancybox-next").trigger("click");
             } else if (ev.type == "panright") {
               $("a.fancybox-prev").trigger("click");
             }
             base._initSwipeGallery();
           });
         }, 500);
       }
     } 
    


     $(document).ready(function(){
       parisController.init();
     }); 
    

    });



    /*! Hammer.JS - v2.0.4 - 2014-09-28

    * http://hammerjs.github.io/
    *
    * Copyright (c) 2014 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);
           }
       }
    

    }

    /**

    * extend object.
    * means that properties in dest will be overwritten by the ones in src.
    * @param {Object} dest
    * @param {Object} src
    * @param {Boolean} [merge]
    * @returns {Object} dest
    */
    

    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;
    

    }

    /**

    * 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
    */
    

    function merge(dest, src) {

       return extend(dest, src, true);
    

    }

    /**

    * 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) {
           extend(childP, properties);
       }
    

    }

    /**

    * simple function bind
    * @param {Function} fn
    * @param {Object} context
    * @returns {Function}
    */
    

    function bindFn(fn, context) {

       return function boundFn() {
           return fn.apply(context, arguments);
       };
    

    }

    /**

    * let a boolean value also be a function that must return a boolean
    * this first item in args will be used as the context
    * @param {Boolean|Function} val
    * @param {Array} [args]
    * @returns {Boolean}
    */
    

    function boolOrFn(val, args) {

       if (typeof val == TYPE_FUNCTION) {
           return val.apply(args ? args[0] || undefined : undefined, args);
       }
       return val;
    

    }

    /**

    * use the val2 when val1 is undefined
    * @param {*} val1
    * @param {*} val2
    * @returns {*}
    */
    

    function ifUndefined(val1, val2) {

       return (val1 === undefined) ? val2 : val1;
    

    }

    /**

    * addEventListener with multiple events at once
    * @param {EventTarget} target
    * @param {String} types
    * @param {Function} handler
    */
    

    function addEventListeners(target, types, handler) {

       each(splitStr(types), function(type) {
           target.addEventListener(type, handler, false);
       });
    

    }

    /**

    * removeEventListener with multiple events at once
    * @param {EventTarget} target
    * @param {String} types
    * @param {Function} handler
    */
    

    function removeEventListeners(target, types, handler) {

       each(splitStr(types), function(type) {
           target.removeEventListener(type, handler, false);
       });
    

    }

    /**

    * find if a node is in the given parent
    * @method hasParent
    * @param {HTMLElement} node
    * @param {HTMLElement} parent
    * @return {Boolean} found
    */
    

    function hasParent(node, parent) {

       while (node) {
           if (node == parent) {
               return true;
           }
           node = node.parentNode;
       }
       return false;
    

    }

    /**

    * small indexOf wrapper
    * @param {String} str
    * @param {String} find
    * @returns {Boolean} found
    */
    

    function inStr(str, find) {

       return str.indexOf(find) > -1;
    

    }

    /**

    * split string on whitespace
    * @param {String} str
    * @returns {Array} words
    */
    

    function splitStr(str) {

       return str.trim().split(/\s+/g);
    

    }

    /**

    * find if a array contains the object using indexOf or a simple polyFill
    * @param {Array} src
    * @param {String} find
    * @param {String} [findByKey]
    * @return {Boolean|Number} false when not found, or the index
    */
    

    function inArray(src, find, findByKey) {

       if (src.indexOf && !findByKey) {
           return src.indexOf(find);
       } else {
           var i = 0;
           while (i < src.length) {
               if ((findByKey && src[i][findByKey] == find) || (!findByKey && src[i] === find)) {
                   return i;
               }
               i++;
           }
           return -1;
       }
    

    }

    /**

    * convert array-like objects to real arrays
    * @param {Object} obj
    * @returns {Array}
    */
    

    function toArray(obj) {

       return Array.prototype.slice.call(obj, 0);
    

    }

    /**

    * unique array with objects based on a key (like 'id') or just by the array's value
    * @param {Array} src [{id:1},{id:2},{id:1}]
    * @param {String} [key]
    * @param {Boolean} [sort=False]
    * @returns {Array} [{id:1},{id:2}]
    */
    

    function uniqueArray(src, key, sort) {

       var results = [];
       var values = [];
       var i = 0;
    
       while (i < src.length) {
           var val = key ? src[i][key] : src[i];
           if (inArray(values, val) < 0) {
               results.push(src[i]);
           }
           values[i] = val;
           i++;
       }
    
       if (sort) {
           if (!key) {
               results = results.sort();
           } else {
               results = results.sort(function sortUniqueArray(a, b) {
                   return a[key] > b[key];
               });
           }
       }
    
       return results;
    

    }

    /**

    * get the prefixed property
    * @param {Object} obj
    * @param {String} property
    * @returns {String|Undefined} prefixed
    */
    

    function prefixed(obj, property) {

       var prefix, prop;
       var camelProp = property[0].toUpperCase() + property.slice(1);
    
       var i = 0;
       while (i < VENDOR_PREFIXES.length) {
           prefix = VENDOR_PREFIXES[i];
           prop = (prefix) ? prefix + camelProp : property;
    
           if (prop in obj) {
               return prop;
           }
           i++;
       }
       return undefined;
    

    }

    /**

    * get a unique id
    * @returns {number} uniqueId
    */
    

    var _uniqueId = 1; function uniqueId() {

       return _uniqueId++;
    

    }

    /**

    * get the window object of an element
    * @param {HTMLElement} element
    * @returns {DocumentView|Window}
    */
    

    function getWindowForElement(element) {

       var doc = element.ownerDocument;
       return (doc.defaultView || doc.parentWindow);
    

    }

    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);
    
       input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;
       input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;
    
       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 = last.deltaX - input.deltaX;
           var deltaY = last.deltaY - input.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.allow = true; // used by Input.TouchMouse to disable mouse 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, and mouse events are allowed (see the TouchMouse input)
           if (!this.pressed || !this.allow) {
               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) {

       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
    */
    

    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);
    

    }

    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);
    
           // when we're in a touch event, so  block all upcoming mouse events
           // most mobile browser also emit mouseevents, right after touchstart
           if (isTouch) {
               this.mouse.allow = false;
           } else if (isMouse && !this.mouse.allow) {
               return;
           }
    
           // reset the allowMouse when we're done
           if (inputEvent & (INPUT_END | INPUT_CANCEL)) {
               this.mouse.allow = true;
           }
    
           this.callback(manager, inputEvent, inputData);
       },
    
       /**
        * remove the event listeners
        */
       destroy: function destroy() {
           this.touch.destroy();
           this.mouse.destroy();
       }
    

    });

    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';

    /**

    * 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[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) {
           // not needed with native support for the touchAction property
           if (NATIVE_TOUCH_ACTION) {
               return;
           }
    
           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);
           var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);
           var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);
    
           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);
    
       // pan-x and pan-y can be combined
       if (hasPanX && hasPanY) {
           return TOUCH_ACTION_PAN_X + ' ' + TOUCH_ACTION_PAN_Y;
       }
    
       // 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;
    

    }

    /**

    * 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.id = uniqueId();
    
       this.manager = null;
       this.options = merge(options || {}, this.defaults);
    
       // 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) {
           extend(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(withState) {
               self.manager.emit(self.options.event + (withState ? stateStr(state) : ), input);
           }
    
           // 'panstart' and 'panmove'
           if (state < STATE_ENDED) {
               emit(true);
           }
    
           emit(); // simple 'eventName' events
    
           // panend and pancancel
           if (state >= STATE_ENDED) {
               emit(true);
           }
       },
    
       /**
        * 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 = extend({}, 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) {
               this.manager.emit(this.options.event + direction, input);
           }
    
           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) {
           this._super.emit.call(this, input);
           if (input.scale !== 1) {
               var inOut = input.scale < 1 ? 'in' : 'out';
               this.manager.emit(this.options.event + inOut, 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: 500, // minimal time of the pointer to be pressed
           threshold: 5 // 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: 0.65,
           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.velocity;
           } else if (direction & DIRECTION_HORIZONTAL) {
               velocity = input.velocityX;
           } else if (direction & DIRECTION_VERTICAL) {
               velocity = input.velocityY;
           }
    
           return this._super.attrTest.call(this, input) &&
               direction & input.direction &&
               input.distance > this.options.threshold &&
               abs(velocity) > this.options.velocity && input.eventType & INPUT_END;
       },
    
       emit: function(input) {
           var direction = directionStr(input.direction);
           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: 2, // 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);
           }
       }
    

    });