{"version":3,"file":"axes.pkgd.js","sources":["webpack:///webpack/universalModuleDefinition","webpack:///webpack/bootstrap a377b2a977cf96d16230","webpack:///./src/utils.ts","webpack:///./src/inputType/InputType.ts","webpack:///./src/Coordinate.ts","webpack:///./src/AxisManager.ts","webpack:///./node_modules/hammerjs/hammer.js","webpack:///./src/const.ts","webpack:///./src/index.umd.ts","webpack:///./src/Axes.ts","webpack:///./node_modules/@egjs/component/dist/component.module.js","webpack:///./src/AnimationManager.ts","webpack:///./src/EventManager.ts","webpack:///./src/InterruptManager.ts","webpack:///./src/InputObserver.ts","webpack:///./src/inputType/PanInput.ts","webpack:///./src/inputType/PinchInput.ts","webpack:///./src/inputType/WheelInput.ts","webpack:///./src/inputType/MoveKeyInput.ts"],"sourcesContent":["(function webpackUniversalModuleDefinition(root, factory) {\n\tif(typeof exports === 'object' && typeof module === 'object')\n\t\tmodule.exports = factory();\n\telse if(typeof define === 'function' && define.amd)\n\t\tdefine([], factory);\n\telse if(typeof exports === 'object')\n\t\texports[\"Axes\"] = factory();\n\telse\n\t\troot[\"eg\"] = root[\"eg\"] || {}, root[\"eg\"][\"Axes\"] = factory();\n})(typeof self !== 'undefined' ? self : this, function() {\nreturn \n\n\n// WEBPACK FOOTER //\n// webpack/universalModuleDefinition"," \t// The module cache\n \tvar installedModules = {};\n\n \t// The require function\n \tfunction __webpack_require__(moduleId) {\n\n \t\t// Check if module is in cache\n \t\tif(installedModules[moduleId]) {\n \t\t\treturn installedModules[moduleId].exports;\n \t\t}\n \t\t// Create a new module (and put it into the cache)\n \t\tvar module = installedModules[moduleId] = {\n \t\t\ti: moduleId,\n \t\t\tl: false,\n \t\t\texports: {}\n \t\t};\n\n \t\t// Execute the module function\n \t\tmodules[moduleId].call(module.exports, module, module.exports, __webpack_require__);\n\n \t\t// Flag the module as loaded\n \t\tmodule.l = true;\n\n \t\t// Return the exports of the module\n \t\treturn module.exports;\n \t}\n\n\n \t// expose the modules object (__webpack_modules__)\n \t__webpack_require__.m = modules;\n\n \t// expose the module cache\n \t__webpack_require__.c = installedModules;\n\n \t// define getter function for harmony exports\n \t__webpack_require__.d = function(exports, name, getter) {\n \t\tif(!__webpack_require__.o(exports, name)) {\n \t\t\tObject.defineProperty(exports, name, {\n \t\t\t\tconfigurable: false,\n \t\t\t\tenumerable: true,\n \t\t\t\tget: getter\n \t\t\t});\n \t\t}\n \t};\n\n \t// getDefaultExport function for compatibility with non-harmony modules\n \t__webpack_require__.n = function(module) {\n \t\tvar getter = module && module.__esModule ?\n \t\t\tfunction getDefault() { return module['default']; } :\n \t\t\tfunction getModuleExports() { return module; };\n \t\t__webpack_require__.d(getter, 'a', getter);\n \t\treturn getter;\n \t};\n\n \t// Object.prototype.hasOwnProperty.call\n \t__webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };\n\n \t// __webpack_public_path__\n \t__webpack_require__.p = \"\";\n\n \t// Load entry module and return exports\n \treturn __webpack_require__(__webpack_require__.s = 6);\n\n\n\n// WEBPACK FOOTER //\n// webpack/bootstrap a377b2a977cf96d16230","\"use strict\";\r\nexports.__esModule = true;\r\nfunction toArray(nodes) {\r\n // const el = Array.prototype.slice.call(nodes);\r\n // for IE8\r\n var el = [];\r\n for (var i = 0, len = nodes.length; i < len; i++) {\r\n el.push(nodes[i]);\r\n }\r\n return el;\r\n}\r\nexports.toArray = toArray;\r\nfunction $(param, multi) {\r\n if (multi === void 0) { multi = false; }\r\n var el;\r\n if (typeof param === \"string\") { // String (HTML, Selector)\r\n // check if string is HTML tag format\r\n var match = param.match(/^<([a-z]+)\\s*([^>]*)>/);\r\n // creating element\r\n if (match) { // HTML\r\n var dummy = document.createElement(\"div\");\r\n dummy.innerHTML = param;\r\n el = toArray(dummy.childNodes);\r\n }\r\n else { // Selector\r\n el = toArray(document.querySelectorAll(param));\r\n }\r\n if (!multi) {\r\n el = el.length >= 1 ? 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mod : { \"default\": mod };\r\n};\r\nexports.__esModule = true;\r\nvar Coordinate_1 = __importDefault(require(\"./Coordinate\"));\r\n;\r\nvar AxisManager = /** @class */ (function () {\r\n function AxisManager(axis, options) {\r\n var _this = this;\r\n this.axis = axis;\r\n this.options = options;\r\n this._complementOptions();\r\n this._pos = Object.keys(this.axis).reduce(function (acc, v) {\r\n acc[v] = _this.axis[v].range[0];\r\n return acc;\r\n }, {});\r\n }\r\n AxisManager.equal = function (target, base) {\r\n for (var k in target) {\r\n if (target[k] !== base[k]) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * set up 'css' expression\r\n * @private\r\n */\r\n AxisManager.prototype._complementOptions = function () {\r\n var _this = this;\r\n Object.keys(this.axis).forEach(function (axis) {\r\n _this.axis[axis] = __assign({\r\n range: [0, 100],\r\n bounce: [0, 0],\r\n circular: [false, false]\r\n }, _this.axis[axis]);\r\n [\"bounce\", \"circular\"].forEach(function (v) {\r\n var axisOption = _this.axis;\r\n var key = axisOption[axis][v];\r\n if (/string|number|boolean/.test(typeof key)) {\r\n axisOption[axis][v] = [key, key];\r\n }\r\n });\r\n });\r\n };\r\n AxisManager.prototype.getDelta = function (depaPos, destPos) {\r\n var fullDepaPos = this.get(depaPos);\r\n return this.map(this.get(destPos), function (v, k) { return v - fullDepaPos[k]; });\r\n };\r\n AxisManager.prototype.get = function (axes) {\r\n var _this = this;\r\n if (axes && Array.isArray(axes)) {\r\n return axes.reduce(function (acc, v) {\r\n if (v && (v in _this._pos)) {\r\n acc[v] = _this._pos[v];\r\n }\r\n return acc;\r\n }, {});\r\n }\r\n else {\r\n return __assign({}, this._pos, (axes || {}));\r\n }\r\n };\r\n AxisManager.prototype.moveTo = function (pos) {\r\n var _this = this;\r\n var delta = this.map(this._pos, function (v, key) {\r\n return pos[key] ? pos[key] - _this._pos[key] : 0;\r\n });\r\n this.set(pos);\r\n return {\r\n pos: __assign({}, this._pos),\r\n delta: delta\r\n };\r\n };\r\n AxisManager.prototype.set = function (pos) {\r\n for (var k in pos) {\r\n if (k && (k in this._pos)) {\r\n this._pos[k] = pos[k];\r\n }\r\n }\r\n };\r\n AxisManager.prototype.every = function (pos, callback) {\r\n var axisOptions = this.axis;\r\n for (var k in pos) {\r\n if (k) {\r\n if (!callback(pos[k], k, axisOptions[k])) {\r\n return false;\r\n }\r\n }\r\n }\r\n return true;\r\n };\r\n AxisManager.prototype.filter = function (pos, callback) {\r\n var filtered = {};\r\n var axisOptions = this.axis;\r\n for (var k in pos) {\r\n if (k) {\r\n callback(pos[k], k, axisOptions[k]) && (filtered[k] = pos[k]);\r\n }\r\n }\r\n return filtered;\r\n };\r\n AxisManager.prototype.map = function (pos, callback) {\r\n var tranformed = {};\r\n var axisOptions = this.axis;\r\n for (var k in pos) {\r\n if (k) {\r\n tranformed[k] = callback(pos[k], k, axisOptions[k]);\r\n }\r\n }\r\n return tranformed;\r\n };\r\n AxisManager.prototype.isOutside = function (axes) {\r\n return !this.every(axes ? this.get(axes) : this._pos, function (v, k, opt) { return !Coordinate_1[\"default\"].isOutside(v, opt.range); });\r\n };\r\n return AxisManager;\r\n}());\r\nexports.AxisManager = AxisManager;\r\n;\r\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/AxisManager.ts\n// module id = 3\n// module chunks = 0 1","/*! Hammer.JS - v2.0.7 - 2016-04-22\n * http://hammerjs.github.io/\n *\n * Copyright (c) 2016 Jorik Tangelder;\n * Licensed under the MIT license */\n(function(window, document, exportName, undefined) {\n 'use strict';\n\nvar VENDOR_PREFIXES = ['', 'webkit', 'Moz', 'MS', 'ms', 'o'];\nvar TEST_ELEMENT = document.createElement('div');\n\nvar TYPE_FUNCTION = 'function';\n\nvar round = Math.round;\nvar abs = Math.abs;\nvar now = Date.now;\n\n/**\n * set a timeout with a given scope\n * @param {Function} fn\n * @param {Number} timeout\n * @param {Object} context\n * @returns {number}\n */\nfunction setTimeoutContext(fn, timeout, context) {\n return setTimeout(bindFn(fn, context), timeout);\n}\n\n/**\n * if the argument is an array, we want to execute the fn on each entry\n * if it aint an array we don't want to do a thing.\n * this is used by all the methods that accept a single and array argument.\n * @param {*|Array} arg\n * @param {String} fn\n * @param {Object} [context]\n * @returns 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message + ' AT \\n';\n return function() {\n var e = new Error('get-stack-trace');\n var stack = e && e.stack ? e.stack.replace(/^[^\\(]+?[\\n$]/gm, '')\n .replace(/^\\s+at\\s+/gm, '')\n .replace(/^Object.\\s*\\(/gm, '{anonymous}()@') : 'Unknown Stack Trace';\n\n var log = window.console && (window.console.warn || window.console.log);\n if (log) {\n log.call(window.console, deprecationMessage, stack);\n }\n return method.apply(this, arguments);\n };\n}\n\n/**\n * extend object.\n * means that properties in dest will be overwritten by the ones in src.\n * @param {Object} target\n * @param {...Object} objects_to_assign\n * @returns {Object} target\n */\nvar assign;\nif (typeof Object.assign !== 'function') {\n assign = function assign(target) {\n if (target === undefined || target === null) {\n throw new TypeError('Cannot convert undefined or null to object');\n }\n\n var output = Object(target);\n for (var index = 1; index < arguments.length; index++) {\n var source = 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{HTMLElement} parent\n * @return {Boolean} found\n */\nfunction hasParent(node, parent) {\n while (node) {\n if (node == parent) {\n return true;\n }\n node = node.parentNode;\n }\n return false;\n}\n\n/**\n * small indexOf wrapper\n * @param {String} str\n * @param {String} find\n * @returns {Boolean} found\n */\nfunction inStr(str, find) {\n return str.indexOf(find) > -1;\n}\n\n/**\n * split string on whitespace\n * @param {String} str\n * @returns {Array} words\n */\nfunction splitStr(str) {\n return str.trim().split(/\\s+/g);\n}\n\n/**\n * find if a array contains the object using indexOf or a simple polyFill\n * @param {Array} src\n * @param {String} find\n * @param {String} [findByKey]\n * @return {Boolean|Number} false when not found, or the index\n */\nfunction inArray(src, find, findByKey) {\n if (src.indexOf && !findByKey) {\n return src.indexOf(find);\n } else {\n var i = 0;\n while (i < src.length) {\n if ((findByKey && src[i][findByKey] == find) || (!findByKey && src[i] === find)) {\n return i;\n }\n i++;\n }\n return -1;\n }\n}\n\n/**\n * convert array-like objects to real arrays\n * @param {Object} obj\n * @returns {Array}\n */\nfunction toArray(obj) {\n return Array.prototype.slice.call(obj, 0);\n}\n\n/**\n * unique array with objects based on a key (like 'id') or just by the array's value\n * @param {Array} src [{id:1},{id:2},{id:1}]\n * @param {String} [key]\n * @param {Boolean} [sort=False]\n * @returns {Array} [{id:1},{id:2}]\n */\nfunction uniqueArray(src, key, sort) {\n var results = [];\n var values = [];\n var i = 0;\n\n while (i < src.length) {\n var val = key ? src[i][key] : src[i];\n if (inArray(values, val) < 0) {\n results.push(src[i]);\n }\n values[i] = val;\n i++;\n }\n\n if (sort) {\n if (!key) {\n results = results.sort();\n } else {\n results = results.sort(function sortUniqueArray(a, b) {\n return a[key] > b[key];\n });\n }\n }\n\n return results;\n}\n\n/**\n * get the prefixed property\n * @param {Object} obj\n * @param {String} property\n * @returns {String|Undefined} prefixed\n */\nfunction prefixed(obj, property) {\n var prefix, prop;\n var camelProp = property[0].toUpperCase() + property.slice(1);\n\n var i = 0;\n while (i < VENDOR_PREFIXES.length) {\n prefix = VENDOR_PREFIXES[i];\n prop = (prefix) ? prefix + camelProp : property;\n\n if (prop in obj) {\n return prop;\n }\n i++;\n }\n return undefined;\n}\n\n/**\n * get a unique id\n * @returns {number} uniqueId\n */\nvar _uniqueId = 1;\nfunction uniqueId() {\n return _uniqueId++;\n}\n\n/**\n * get the window object of an element\n * @param {HTMLElement} element\n * @returns {DocumentView|Window}\n */\nfunction getWindowForElement(element) {\n var doc = element.ownerDocument || element;\n return (doc.defaultView || doc.parentWindow || window);\n}\n\nvar MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i;\n\nvar SUPPORT_TOUCH = ('ontouchstart' in window);\nvar SUPPORT_POINTER_EVENTS = prefixed(window, 'PointerEvent') !== undefined;\nvar SUPPORT_ONLY_TOUCH = SUPPORT_TOUCH && MOBILE_REGEX.test(navigator.userAgent);\n\nvar INPUT_TYPE_TOUCH = 'touch';\nvar INPUT_TYPE_PEN = 'pen';\nvar INPUT_TYPE_MOUSE = 'mouse';\nvar INPUT_TYPE_KINECT = 'kinect';\n\nvar COMPUTE_INTERVAL = 25;\n\nvar INPUT_START = 1;\nvar INPUT_MOVE = 2;\nvar INPUT_END = 4;\nvar INPUT_CANCEL = 8;\n\nvar DIRECTION_NONE = 1;\nvar DIRECTION_LEFT = 2;\nvar DIRECTION_RIGHT = 4;\nvar DIRECTION_UP = 8;\nvar DIRECTION_DOWN = 16;\n\nvar DIRECTION_HORIZONTAL = DIRECTION_LEFT | DIRECTION_RIGHT;\nvar DIRECTION_VERTICAL = DIRECTION_UP | DIRECTION_DOWN;\nvar DIRECTION_ALL = DIRECTION_HORIZONTAL | DIRECTION_VERTICAL;\n\nvar PROPS_XY = ['x', 'y'];\nvar PROPS_CLIENT_XY = ['clientX', 'clientY'];\n\n/**\n * create new input type manager\n * @param {Manager} manager\n * @param {Function} callback\n * @returns {Input}\n * @constructor\n */\nfunction Input(manager, callback) {\n var self = this;\n this.manager = manager;\n this.callback = callback;\n this.element = manager.element;\n this.target = manager.options.inputTarget;\n\n // smaller wrapper around the handler, for the scope and the enabled state of the manager,\n // so when disabled the input events are completely bypassed.\n this.domHandler = function(ev) {\n if (boolOrFn(manager.options.enable, [manager])) {\n self.handler(ev);\n }\n };\n\n this.init();\n\n}\n\nInput.prototype = {\n /**\n * should handle the inputEvent data and trigger the callback\n * @virtual\n */\n handler: function() { },\n\n /**\n * bind the events\n */\n init: function() {\n this.evEl && addEventListeners(this.element, this.evEl, this.domHandler);\n this.evTarget && addEventListeners(this.target, this.evTarget, this.domHandler);\n this.evWin && addEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);\n },\n\n /**\n * unbind the events\n */\n destroy: function() {\n this.evEl && removeEventListeners(this.element, this.evEl, this.domHandler);\n this.evTarget && removeEventListeners(this.target, this.evTarget, this.domHandler);\n this.evWin && removeEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);\n }\n};\n\n/**\n * create new input type manager\n * called by the Manager constructor\n * @param {Hammer} manager\n * @returns {Input}\n */\nfunction createInputInstance(manager) {\n var Type;\n var inputClass = manager.options.inputClass;\n\n if (inputClass) {\n Type = inputClass;\n } else if (SUPPORT_POINTER_EVENTS) {\n Type = PointerEventInput;\n } else if (SUPPORT_ONLY_TOUCH) {\n Type = TouchInput;\n } else if (!SUPPORT_TOUCH) {\n Type = MouseInput;\n } else {\n Type = TouchMouseInput;\n }\n return new (Type)(manager, inputHandler);\n}\n\n/**\n * handle input events\n * @param {Manager} manager\n * @param {String} eventType\n * @param {Object} input\n */\nfunction inputHandler(manager, eventType, input) {\n var pointersLen = input.pointers.length;\n var changedPointersLen = input.changedPointers.length;\n var isFirst = (eventType & INPUT_START && (pointersLen - changedPointersLen === 0));\n var isFinal = (eventType & (INPUT_END | INPUT_CANCEL) && (pointersLen - changedPointersLen === 0));\n\n input.isFirst = !!isFirst;\n input.isFinal = !!isFinal;\n\n if (isFirst) {\n manager.session = {};\n }\n\n // source event is the normalized value of the domEvents\n // like 'touchstart, mouseup, pointerdown'\n input.eventType = eventType;\n\n // compute scale, rotation etc\n computeInputData(manager, input);\n\n // emit secret event\n manager.emit('hammer.input', input);\n\n manager.recognize(input);\n manager.session.prevInput = input;\n}\n\n/**\n * extend the data with some usable properties like scale, rotate, velocity etc\n * @param {Object} manager\n * @param {Object} input\n */\nfunction computeInputData(manager, input) {\n var session = manager.session;\n var pointers = input.pointers;\n var pointersLength = pointers.length;\n\n // store the first input to calculate the distance and direction\n if (!session.firstInput) {\n session.firstInput = simpleCloneInputData(input);\n }\n\n // to compute scale and rotation we need to store the multiple touches\n if (pointersLength > 1 && !session.firstMultiple) {\n session.firstMultiple = simpleCloneInputData(input);\n } else if (pointersLength === 1) {\n session.firstMultiple = false;\n }\n\n var firstInput = session.firstInput;\n var firstMultiple = session.firstMultiple;\n var offsetCenter = firstMultiple ? firstMultiple.center : firstInput.center;\n\n var center = input.center = getCenter(pointers);\n input.timeStamp = now();\n input.deltaTime = input.timeStamp - firstInput.timeStamp;\n\n input.angle = getAngle(offsetCenter, center);\n input.distance = getDistance(offsetCenter, center);\n\n computeDeltaXY(session, input);\n input.offsetDirection = getDirection(input.deltaX, input.deltaY);\n\n var overallVelocity = getVelocity(input.deltaTime, input.deltaX, input.deltaY);\n input.overallVelocityX = overallVelocity.x;\n input.overallVelocityY = overallVelocity.y;\n input.overallVelocity = (abs(overallVelocity.x) > abs(overallVelocity.y)) ? overallVelocity.x : overallVelocity.y;\n\n input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;\n input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;\n\n input.maxPointers = !session.prevInput ? input.pointers.length : ((input.pointers.length >\n session.prevInput.maxPointers) ? input.pointers.length : session.prevInput.maxPointers);\n\n computeIntervalInputData(session, input);\n\n // find the correct target\n var target = manager.element;\n if (hasParent(input.srcEvent.target, target)) {\n target = input.srcEvent.target;\n }\n input.target = target;\n}\n\nfunction computeDeltaXY(session, input) {\n var center = input.center;\n var offset = session.offsetDelta || {};\n var prevDelta = session.prevDelta || {};\n var prevInput = session.prevInput || {};\n\n if (input.eventType === INPUT_START || prevInput.eventType === INPUT_END) {\n prevDelta = session.prevDelta = {\n x: prevInput.deltaX || 0,\n y: prevInput.deltaY || 0\n };\n\n offset = session.offsetDelta = {\n x: center.x,\n y: center.y\n };\n }\n\n input.deltaX = prevDelta.x + (center.x - offset.x);\n input.deltaY = prevDelta.y + (center.y - offset.y);\n}\n\n/**\n * velocity is calculated every x ms\n * @param {Object} session\n * @param {Object} input\n */\nfunction computeIntervalInputData(session, input) {\n var last = session.lastInterval || input,\n deltaTime = input.timeStamp - last.timeStamp,\n velocity, velocityX, velocityY, direction;\n\n if (input.eventType != INPUT_CANCEL && (deltaTime > COMPUTE_INTERVAL || last.velocity === undefined)) {\n var deltaX = input.deltaX - last.deltaX;\n var deltaY = input.deltaY - last.deltaY;\n\n var v = getVelocity(deltaTime, deltaX, deltaY);\n velocityX = v.x;\n velocityY = v.y;\n velocity = (abs(v.x) > abs(v.y)) ? v.x : v.y;\n direction = getDirection(deltaX, deltaY);\n\n session.lastInterval = input;\n } else {\n // use latest velocity info if it doesn't overtake a minimum period\n velocity = last.velocity;\n velocityX = last.velocityX;\n velocityY = last.velocityY;\n direction = last.direction;\n }\n\n input.velocity = velocity;\n input.velocityX = velocityX;\n input.velocityY = velocityY;\n input.direction = direction;\n}\n\n/**\n * create a simple clone from the input used for storage of firstInput and firstMultiple\n * @param {Object} input\n * @returns {Object} clonedInputData\n */\nfunction simpleCloneInputData(input) {\n // make a simple copy of the pointers because we will get a reference if we don't\n // we only need clientXY for the calculations\n var pointers = [];\n var i = 0;\n while (i < input.pointers.length) {\n pointers[i] = {\n clientX: round(input.pointers[i].clientX),\n clientY: round(input.pointers[i].clientY)\n };\n i++;\n }\n\n return {\n timeStamp: now(),\n pointers: pointers,\n center: getCenter(pointers),\n deltaX: input.deltaX,\n deltaY: input.deltaY\n };\n}\n\n/**\n * get the center of all the pointers\n * @param {Array} pointers\n * @return {Object} center contains `x` and `y` properties\n */\nfunction getCenter(pointers) {\n var pointersLength = pointers.length;\n\n // no need to loop when only one touch\n if (pointersLength === 1) {\n return {\n x: round(pointers[0].clientX),\n y: round(pointers[0].clientY)\n };\n }\n\n var x = 0, y = 0, i = 0;\n while (i < pointersLength) {\n x += pointers[i].clientX;\n y += pointers[i].clientY;\n i++;\n }\n\n return {\n x: round(x / pointersLength),\n y: round(y / pointersLength)\n };\n}\n\n/**\n * calculate the velocity between two points. unit is in px per ms.\n * @param {Number} deltaTime\n * @param {Number} x\n * @param {Number} y\n * @return {Object} velocity `x` and `y`\n */\nfunction getVelocity(deltaTime, x, y) {\n return {\n x: x / deltaTime || 0,\n y: y / deltaTime || 0\n };\n}\n\n/**\n * get the direction between two points\n * @param {Number} x\n * @param {Number} y\n * @return {Number} direction\n */\nfunction getDirection(x, y) {\n if (x === y) {\n return DIRECTION_NONE;\n }\n\n if (abs(x) >= abs(y)) {\n return x < 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;\n }\n return y < 0 ? DIRECTION_UP : DIRECTION_DOWN;\n}\n\n/**\n * calculate the absolute distance between two points\n * @param {Object} p1 {x, y}\n * @param {Object} p2 {x, y}\n * @param {Array} [props] containing x and y keys\n * @return {Number} distance\n */\nfunction getDistance(p1, p2, props) {\n if (!props) {\n props = PROPS_XY;\n }\n var x = p2[props[0]] - p1[props[0]],\n y = p2[props[1]] - p1[props[1]];\n\n return Math.sqrt((x * x) + (y * y));\n}\n\n/**\n * calculate the angle between two coordinates\n * @param {Object} p1\n * @param {Object} p2\n * @param {Array} [props] containing x and y keys\n * @return {Number} angle\n */\nfunction getAngle(p1, p2, props) {\n if (!props) {\n props = PROPS_XY;\n }\n var x = p2[props[0]] - p1[props[0]],\n y = p2[props[1]] - p1[props[1]];\n return Math.atan2(y, x) * 180 / Math.PI;\n}\n\n/**\n * calculate the rotation degrees between two pointersets\n * @param {Array} start array of pointers\n * @param {Array} end array of pointers\n * @return {Number} rotation\n */\nfunction getRotation(start, end) {\n return getAngle(end[1], end[0], PROPS_CLIENT_XY) + getAngle(start[1], start[0], PROPS_CLIENT_XY);\n}\n\n/**\n * calculate the scale factor between two pointersets\n * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out\n * @param {Array} start array of pointers\n * @param {Array} end array of pointers\n * @return {Number} scale\n */\nfunction getScale(start, end) {\n return getDistance(end[0], end[1], PROPS_CLIENT_XY) / getDistance(start[0], start[1], PROPS_CLIENT_XY);\n}\n\nvar MOUSE_INPUT_MAP = {\n mousedown: INPUT_START,\n mousemove: INPUT_MOVE,\n mouseup: INPUT_END\n};\n\nvar MOUSE_ELEMENT_EVENTS = 'mousedown';\nvar MOUSE_WINDOW_EVENTS = 'mousemove mouseup';\n\n/**\n * Mouse events input\n * @constructor\n * @extends Input\n */\nfunction MouseInput() {\n this.evEl = MOUSE_ELEMENT_EVENTS;\n this.evWin = MOUSE_WINDOW_EVENTS;\n\n this.pressed = false; // mousedown state\n\n Input.apply(this, arguments);\n}\n\ninherit(MouseInput, Input, {\n /**\n * handle mouse events\n * @param {Object} ev\n */\n handler: function MEhandler(ev) {\n var eventType = MOUSE_INPUT_MAP[ev.type];\n\n // on start we want to have the left mouse button down\n if (eventType & INPUT_START && ev.button === 0) {\n this.pressed = true;\n }\n\n if (eventType & INPUT_MOVE && ev.which !== 1) {\n eventType = INPUT_END;\n }\n\n // mouse must be down\n if (!this.pressed) {\n return;\n }\n\n if (eventType & INPUT_END) {\n this.pressed = false;\n }\n\n this.callback(this.manager, eventType, {\n pointers: [ev],\n changedPointers: [ev],\n pointerType: INPUT_TYPE_MOUSE,\n srcEvent: ev\n });\n }\n});\n\nvar POINTER_INPUT_MAP = {\n pointerdown: INPUT_START,\n pointermove: INPUT_MOVE,\n pointerup: INPUT_END,\n pointercancel: INPUT_CANCEL,\n pointerout: INPUT_CANCEL\n};\n\n// in IE10 the pointer types is defined as an enum\nvar IE10_POINTER_TYPE_ENUM = {\n 2: INPUT_TYPE_TOUCH,\n 3: INPUT_TYPE_PEN,\n 4: INPUT_TYPE_MOUSE,\n 5: INPUT_TYPE_KINECT // see https://twitter.com/jacobrossi/status/480596438489890816\n};\n\nvar POINTER_ELEMENT_EVENTS = 'pointerdown';\nvar POINTER_WINDOW_EVENTS = 'pointermove pointerup pointercancel';\n\n// IE10 has prefixed support, and case-sensitive\nif (window.MSPointerEvent && !window.PointerEvent) {\n POINTER_ELEMENT_EVENTS = 'MSPointerDown';\n POINTER_WINDOW_EVENTS = 'MSPointerMove MSPointerUp MSPointerCancel';\n}\n\n/**\n * Pointer events input\n * @constructor\n * @extends Input\n */\nfunction PointerEventInput() {\n this.evEl = POINTER_ELEMENT_EVENTS;\n this.evWin = POINTER_WINDOW_EVENTS;\n\n Input.apply(this, arguments);\n\n this.store = (this.manager.session.pointerEvents = []);\n}\n\ninherit(PointerEventInput, Input, {\n /**\n * handle mouse events\n * @param {Object} ev\n */\n handler: function PEhandler(ev) {\n var store = this.store;\n var removePointer = false;\n\n var eventTypeNormalized = ev.type.toLowerCase().replace('ms', '');\n var eventType = POINTER_INPUT_MAP[eventTypeNormalized];\n var pointerType = IE10_POINTER_TYPE_ENUM[ev.pointerType] || ev.pointerType;\n\n var isTouch = (pointerType == INPUT_TYPE_TOUCH);\n\n // get index of the event in the store\n var storeIndex = inArray(store, ev.pointerId, 'pointerId');\n\n // start and mouse must be down\n if (eventType & INPUT_START && (ev.button === 0 || isTouch)) {\n if (storeIndex < 0) {\n store.push(ev);\n storeIndex = store.length - 1;\n }\n } else if (eventType & (INPUT_END | INPUT_CANCEL)) {\n removePointer = true;\n }\n\n // it not found, so the pointer hasn't been down (so it's probably a hover)\n if (storeIndex < 0) {\n return;\n }\n\n // update the event in the store\n store[storeIndex] = ev;\n\n this.callback(this.manager, eventType, {\n pointers: store,\n changedPointers: [ev],\n pointerType: pointerType,\n srcEvent: ev\n });\n\n if (removePointer) {\n // remove from the store\n store.splice(storeIndex, 1);\n }\n }\n});\n\nvar SINGLE_TOUCH_INPUT_MAP = {\n touchstart: INPUT_START,\n touchmove: INPUT_MOVE,\n touchend: INPUT_END,\n touchcancel: INPUT_CANCEL\n};\n\nvar SINGLE_TOUCH_TARGET_EVENTS = 'touchstart';\nvar SINGLE_TOUCH_WINDOW_EVENTS = 'touchstart touchmove touchend touchcancel';\n\n/**\n * Touch events input\n * @constructor\n * @extends Input\n */\nfunction SingleTouchInput() {\n this.evTarget = SINGLE_TOUCH_TARGET_EVENTS;\n this.evWin = SINGLE_TOUCH_WINDOW_EVENTS;\n this.started = false;\n\n Input.apply(this, arguments);\n}\n\ninherit(SingleTouchInput, Input, {\n handler: function TEhandler(ev) {\n var type = SINGLE_TOUCH_INPUT_MAP[ev.type];\n\n // should we handle the touch events?\n if (type === INPUT_START) {\n this.started = true;\n }\n\n if (!this.started) {\n return;\n }\n\n var touches = normalizeSingleTouches.call(this, ev, type);\n\n // when done, reset the started state\n if (type & (INPUT_END | INPUT_CANCEL) && touches[0].length - touches[1].length === 0) {\n this.started = false;\n }\n\n this.callback(this.manager, type, {\n pointers: touches[0],\n changedPointers: touches[1],\n pointerType: INPUT_TYPE_TOUCH,\n srcEvent: ev\n });\n }\n});\n\n/**\n * @this {TouchInput}\n * @param {Object} ev\n * @param {Number} type flag\n * @returns {undefined|Array} [all, changed]\n */\nfunction normalizeSingleTouches(ev, type) {\n var all = toArray(ev.touches);\n var changed = toArray(ev.changedTouches);\n\n if (type & (INPUT_END | INPUT_CANCEL)) {\n all = uniqueArray(all.concat(changed), 'identifier', true);\n }\n\n return [all, changed];\n}\n\nvar TOUCH_INPUT_MAP = {\n touchstart: INPUT_START,\n touchmove: INPUT_MOVE,\n touchend: INPUT_END,\n touchcancel: INPUT_CANCEL\n};\n\nvar TOUCH_TARGET_EVENTS = 'touchstart touchmove touchend touchcancel';\n\n/**\n * Multi-user touch events input\n * @constructor\n * @extends Input\n */\nfunction TouchInput() {\n this.evTarget = TOUCH_TARGET_EVENTS;\n this.targetIds = {};\n\n Input.apply(this, arguments);\n}\n\ninherit(TouchInput, Input, {\n handler: function MTEhandler(ev) {\n var type = TOUCH_INPUT_MAP[ev.type];\n var touches = getTouches.call(this, ev, type);\n if (!touches) {\n return;\n }\n\n this.callback(this.manager, type, {\n pointers: touches[0],\n changedPointers: touches[1],\n pointerType: INPUT_TYPE_TOUCH,\n srcEvent: ev\n });\n }\n});\n\n/**\n * @this {TouchInput}\n * @param {Object} ev\n * @param {Number} type flag\n * @returns {undefined|Array} [all, changed]\n */\nfunction getTouches(ev, type) {\n var allTouches = toArray(ev.touches);\n var targetIds = this.targetIds;\n\n // when there is only one touch, the process can be simplified\n if (type & (INPUT_START | INPUT_MOVE) && allTouches.length === 1) {\n targetIds[allTouches[0].identifier] = true;\n return [allTouches, allTouches];\n }\n\n var i,\n targetTouches,\n changedTouches = toArray(ev.changedTouches),\n changedTargetTouches = [],\n target = this.target;\n\n // get target touches from touches\n targetTouches = allTouches.filter(function(touch) {\n return hasParent(touch.target, target);\n });\n\n // collect touches\n if (type === INPUT_START) {\n i = 0;\n while (i < targetTouches.length) {\n targetIds[targetTouches[i].identifier] = true;\n i++;\n }\n }\n\n // filter changed touches to only contain touches that exist in the collected target ids\n i = 0;\n while (i < changedTouches.length) {\n if (targetIds[changedTouches[i].identifier]) {\n changedTargetTouches.push(changedTouches[i]);\n }\n\n // cleanup removed touches\n if (type & (INPUT_END | INPUT_CANCEL)) {\n delete targetIds[changedTouches[i].identifier];\n }\n i++;\n }\n\n if (!changedTargetTouches.length) {\n return;\n }\n\n return [\n // merge targetTouches with changedTargetTouches so it contains ALL touches, including 'end' and 'cancel'\n uniqueArray(targetTouches.concat(changedTargetTouches), 'identifier', true),\n changedTargetTouches\n ];\n}\n\n/**\n * Combined touch and mouse input\n *\n * Touch has a higher priority then mouse, and while touching no mouse events are allowed.\n * This because touch devices also emit mouse events while doing a touch.\n *\n * @constructor\n * @extends Input\n */\n\nvar DEDUP_TIMEOUT = 2500;\nvar DEDUP_DISTANCE = 25;\n\nfunction TouchMouseInput() {\n Input.apply(this, arguments);\n\n var handler = bindFn(this.handler, this);\n this.touch = new TouchInput(this.manager, handler);\n this.mouse = new MouseInput(this.manager, handler);\n\n this.primaryTouch = null;\n this.lastTouches = [];\n}\n\ninherit(TouchMouseInput, Input, {\n /**\n * handle mouse and touch events\n * @param {Hammer} manager\n * @param {String} inputEvent\n * @param {Object} inputData\n */\n handler: function TMEhandler(manager, inputEvent, inputData) {\n var isTouch = (inputData.pointerType == INPUT_TYPE_TOUCH),\n isMouse = (inputData.pointerType == INPUT_TYPE_MOUSE);\n\n if (isMouse && inputData.sourceCapabilities && inputData.sourceCapabilities.firesTouchEvents) {\n return;\n }\n\n // when we're in a touch event, record touches to de-dupe synthetic mouse event\n if (isTouch) {\n recordTouches.call(this, inputEvent, inputData);\n } else if (isMouse && isSyntheticEvent.call(this, inputData)) {\n return;\n }\n\n this.callback(manager, inputEvent, inputData);\n },\n\n /**\n * remove the event listeners\n */\n destroy: function destroy() {\n this.touch.destroy();\n this.mouse.destroy();\n }\n});\n\nfunction recordTouches(eventType, eventData) {\n if (eventType & INPUT_START) {\n this.primaryTouch = eventData.changedPointers[0].identifier;\n setLastTouch.call(this, eventData);\n } else if (eventType & (INPUT_END | INPUT_CANCEL)) {\n setLastTouch.call(this, eventData);\n }\n}\n\nfunction setLastTouch(eventData) {\n var touch = eventData.changedPointers[0];\n\n if (touch.identifier === this.primaryTouch) {\n var lastTouch = {x: touch.clientX, y: touch.clientY};\n this.lastTouches.push(lastTouch);\n var lts = this.lastTouches;\n var removeLastTouch = function() {\n var i = lts.indexOf(lastTouch);\n if (i > -1) {\n lts.splice(i, 1);\n }\n };\n setTimeout(removeLastTouch, DEDUP_TIMEOUT);\n }\n}\n\nfunction isSyntheticEvent(eventData) {\n var x = eventData.srcEvent.clientX, y = eventData.srcEvent.clientY;\n for (var i = 0; i < this.lastTouches.length; i++) {\n var t = this.lastTouches[i];\n var dx = Math.abs(x - t.x), dy = Math.abs(y - t.y);\n if (dx <= DEDUP_DISTANCE && dy <= DEDUP_DISTANCE) {\n return true;\n }\n }\n return false;\n}\n\nvar PREFIXED_TOUCH_ACTION = prefixed(TEST_ELEMENT.style, 'touchAction');\nvar NATIVE_TOUCH_ACTION = PREFIXED_TOUCH_ACTION !== undefined;\n\n// magical touchAction value\nvar TOUCH_ACTION_COMPUTE = 'compute';\nvar TOUCH_ACTION_AUTO = 'auto';\nvar TOUCH_ACTION_MANIPULATION = 'manipulation'; // not implemented\nvar TOUCH_ACTION_NONE = 'none';\nvar TOUCH_ACTION_PAN_X = 'pan-x';\nvar TOUCH_ACTION_PAN_Y = 'pan-y';\nvar TOUCH_ACTION_MAP = getTouchActionProps();\n\n/**\n * Touch Action\n * sets the touchAction property or uses the js alternative\n * @param {Manager} manager\n * @param {String} value\n * @constructor\n */\nfunction TouchAction(manager, value) {\n this.manager = manager;\n this.set(value);\n}\n\nTouchAction.prototype = {\n /**\n * set the touchAction value on the element or enable the polyfill\n * @param {String} value\n */\n set: function(value) {\n // find out the touch-action by the event handlers\n if (value == TOUCH_ACTION_COMPUTE) {\n value = this.compute();\n }\n\n if (NATIVE_TOUCH_ACTION && this.manager.element.style && TOUCH_ACTION_MAP[value]) {\n this.manager.element.style[PREFIXED_TOUCH_ACTION] = value;\n }\n this.actions = value.toLowerCase().trim();\n },\n\n /**\n * just re-set the touchAction value\n */\n update: function() {\n this.set(this.manager.options.touchAction);\n },\n\n /**\n * compute the value for the touchAction property based on the recognizer's settings\n * @returns {String} value\n */\n compute: function() {\n var actions = [];\n each(this.manager.recognizers, function(recognizer) {\n if (boolOrFn(recognizer.options.enable, [recognizer])) {\n actions = actions.concat(recognizer.getTouchAction());\n }\n });\n return cleanTouchActions(actions.join(' '));\n },\n\n /**\n * this method is called on each input cycle and provides the preventing of the browser behavior\n * @param {Object} input\n */\n preventDefaults: function(input) {\n var srcEvent = input.srcEvent;\n var direction = input.offsetDirection;\n\n // if the touch action did prevented once this session\n if (this.manager.session.prevented) {\n srcEvent.preventDefault();\n return;\n }\n\n var actions = this.actions;\n var hasNone = inStr(actions, TOUCH_ACTION_NONE) && !TOUCH_ACTION_MAP[TOUCH_ACTION_NONE];\n var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_Y];\n var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_X];\n\n if (hasNone) {\n //do not prevent defaults if this is a tap gesture\n\n var isTapPointer = input.pointers.length === 1;\n var isTapMovement = input.distance < 2;\n var isTapTouchTime = input.deltaTime < 250;\n\n if (isTapPointer && isTapMovement && isTapTouchTime) {\n return;\n }\n }\n\n if (hasPanX && hasPanY) {\n // `pan-x pan-y` means browser handles all scrolling/panning, do not prevent\n return;\n }\n\n if (hasNone ||\n (hasPanY && direction & DIRECTION_HORIZONTAL) ||\n (hasPanX && direction & DIRECTION_VERTICAL)) {\n return this.preventSrc(srcEvent);\n }\n },\n\n /**\n * call preventDefault to prevent the browser's default behavior (scrolling in most cases)\n * @param {Object} srcEvent\n */\n preventSrc: function(srcEvent) {\n this.manager.session.prevented = true;\n srcEvent.preventDefault();\n }\n};\n\n/**\n * when the touchActions are collected they are not a valid value, so we need to clean things up. *\n * @param {String} actions\n * @returns {*}\n */\nfunction cleanTouchActions(actions) {\n // none\n if (inStr(actions, TOUCH_ACTION_NONE)) {\n return TOUCH_ACTION_NONE;\n }\n\n var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);\n var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);\n\n // if both pan-x and pan-y are set (different recognizers\n // for different directions, e.g. horizontal pan but vertical swipe?)\n // we need none (as otherwise with pan-x pan-y combined none of these\n // recognizers will work, since the browser would handle all panning\n if (hasPanX && hasPanY) {\n return TOUCH_ACTION_NONE;\n }\n\n // pan-x OR pan-y\n if (hasPanX || hasPanY) {\n return hasPanX ? TOUCH_ACTION_PAN_X : TOUCH_ACTION_PAN_Y;\n }\n\n // manipulation\n if (inStr(actions, TOUCH_ACTION_MANIPULATION)) {\n return TOUCH_ACTION_MANIPULATION;\n }\n\n return TOUCH_ACTION_AUTO;\n}\n\nfunction getTouchActionProps() {\n if (!NATIVE_TOUCH_ACTION) {\n return false;\n }\n var touchMap = {};\n var cssSupports = window.CSS && window.CSS.supports;\n ['auto', 'manipulation', 'pan-y', 'pan-x', 'pan-x pan-y', 'none'].forEach(function(val) {\n\n // If css.supports is not supported but there is native touch-action assume it supports\n // all values. This is the case for IE 10 and 11.\n touchMap[val] = cssSupports ? window.CSS.supports('touch-action', val) : true;\n });\n return touchMap;\n}\n\n/**\n * Recognizer flow explained; *\n * All recognizers have the initial state of POSSIBLE when a input session starts.\n * The definition of a input session is from the first input until the last input, with all it's movement in it. *\n * Example session for mouse-input: mousedown -> mousemove -> mouseup\n *\n * On each recognizing cycle (see Manager.recognize) the .recognize() method is executed\n * which determines with state it should be.\n *\n * If the recognizer has the state FAILED, CANCELLED or RECOGNIZED (equals ENDED), it is reset to\n * POSSIBLE to give it another change on the next cycle.\n *\n * Possible\n * |\n * +-----+---------------+\n * | |\n * +-----+-----+ |\n * | | |\n * Failed Cancelled |\n * +-------+------+\n * | |\n * Recognized Began\n * |\n * Changed\n * |\n * Ended/Recognized\n */\nvar STATE_POSSIBLE = 1;\nvar STATE_BEGAN = 2;\nvar STATE_CHANGED = 4;\nvar STATE_ENDED = 8;\nvar STATE_RECOGNIZED = STATE_ENDED;\nvar STATE_CANCELLED = 16;\nvar STATE_FAILED = 32;\n\n/**\n * Recognizer\n * Every recognizer needs to extend from this class.\n * @constructor\n * @param {Object} options\n */\nfunction Recognizer(options) {\n this.options = assign({}, this.defaults, options || {});\n\n this.id = uniqueId();\n\n this.manager = null;\n\n // default is enable true\n this.options.enable = ifUndefined(this.options.enable, true);\n\n this.state = STATE_POSSIBLE;\n\n this.simultaneous = {};\n this.requireFail = [];\n}\n\nRecognizer.prototype = {\n /**\n * @virtual\n * @type {Object}\n */\n defaults: {},\n\n /**\n * set options\n * @param {Object} options\n * @return {Recognizer}\n */\n set: function(options) {\n assign(this.options, options);\n\n // also update the touchAction, in case something changed about the directions/enabled state\n this.manager && this.manager.touchAction.update();\n return this;\n },\n\n /**\n * recognize simultaneous with an other recognizer.\n * @param {Recognizer} otherRecognizer\n * @returns {Recognizer} this\n */\n recognizeWith: function(otherRecognizer) {\n if (invokeArrayArg(otherRecognizer, 'recognizeWith', this)) {\n return this;\n }\n\n var simultaneous = this.simultaneous;\n otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);\n if (!simultaneous[otherRecognizer.id]) {\n simultaneous[otherRecognizer.id] = otherRecognizer;\n otherRecognizer.recognizeWith(this);\n }\n return this;\n },\n\n /**\n * drop the simultaneous link. it doesnt remove the link on the other recognizer.\n * @param {Recognizer} otherRecognizer\n * @returns {Recognizer} this\n */\n dropRecognizeWith: function(otherRecognizer) {\n if (invokeArrayArg(otherRecognizer, 'dropRecognizeWith', this)) {\n return this;\n }\n\n otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);\n delete this.simultaneous[otherRecognizer.id];\n return this;\n },\n\n /**\n * recognizer can only run when an other is failing\n * @param {Recognizer} otherRecognizer\n * @returns {Recognizer} this\n */\n requireFailure: function(otherRecognizer) {\n if (invokeArrayArg(otherRecognizer, 'requireFailure', this)) {\n return this;\n }\n\n var requireFail = this.requireFail;\n otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);\n if (inArray(requireFail, otherRecognizer) === -1) {\n requireFail.push(otherRecognizer);\n otherRecognizer.requireFailure(this);\n }\n return this;\n },\n\n /**\n * drop the requireFailure link. it does not remove the link on the other recognizer.\n * @param {Recognizer} otherRecognizer\n * @returns {Recognizer} this\n */\n dropRequireFailure: function(otherRecognizer) {\n if (invokeArrayArg(otherRecognizer, 'dropRequireFailure', this)) {\n return this;\n }\n\n otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);\n var index = inArray(this.requireFail, otherRecognizer);\n if (index > -1) {\n this.requireFail.splice(index, 1);\n }\n return this;\n },\n\n /**\n * has require failures boolean\n * @returns {boolean}\n */\n hasRequireFailures: function() {\n return this.requireFail.length > 0;\n },\n\n /**\n * if the recognizer can recognize simultaneous with an other recognizer\n * @param {Recognizer} otherRecognizer\n * @returns {Boolean}\n */\n canRecognizeWith: function(otherRecognizer) {\n return !!this.simultaneous[otherRecognizer.id];\n },\n\n /**\n * You should use `tryEmit` instead of `emit` directly to check\n * that all the needed recognizers has failed before emitting.\n * @param {Object} input\n */\n emit: function(input) {\n var self = this;\n var state = this.state;\n\n function emit(event) {\n self.manager.emit(event, input);\n }\n\n // 'panstart' and 'panmove'\n if (state < STATE_ENDED) {\n emit(self.options.event + stateStr(state));\n }\n\n emit(self.options.event); // simple 'eventName' events\n\n if (input.additionalEvent) { // additional event(panleft, panright, pinchin, pinchout...)\n emit(input.additionalEvent);\n }\n\n // panend and pancancel\n if (state >= STATE_ENDED) {\n emit(self.options.event + stateStr(state));\n }\n },\n\n /**\n * Check that all the require failure recognizers has failed,\n * if true, it emits a gesture event,\n * otherwise, setup the state to FAILED.\n * @param {Object} input\n */\n tryEmit: function(input) {\n if (this.canEmit()) {\n return this.emit(input);\n }\n // it's failing anyway\n this.state = STATE_FAILED;\n },\n\n /**\n * can we emit?\n * @returns {boolean}\n */\n canEmit: function() {\n var i = 0;\n while (i < this.requireFail.length) {\n if (!(this.requireFail[i].state & (STATE_FAILED | STATE_POSSIBLE))) {\n return false;\n }\n i++;\n }\n return true;\n },\n\n /**\n * update the recognizer\n * @param {Object} inputData\n */\n recognize: function(inputData) {\n // make a new copy of the inputData\n // so we can change the inputData without messing up the other recognizers\n var inputDataClone = assign({}, inputData);\n\n // is is enabled and allow recognizing?\n if (!boolOrFn(this.options.enable, [this, inputDataClone])) {\n this.reset();\n this.state = STATE_FAILED;\n return;\n }\n\n // reset when we've reached the end\n if (this.state & (STATE_RECOGNIZED | STATE_CANCELLED | STATE_FAILED)) {\n this.state = STATE_POSSIBLE;\n }\n\n this.state = this.process(inputDataClone);\n\n // the recognizer has recognized a gesture\n // so trigger an event\n if (this.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED | STATE_CANCELLED)) {\n this.tryEmit(inputDataClone);\n }\n },\n\n /**\n * return the state of the recognizer\n * the actual recognizing happens in this method\n * @virtual\n * @param {Object} inputData\n * @returns {Const} STATE\n */\n process: function(inputData) { }, // jshint ignore:line\n\n /**\n * return the preferred touch-action\n * @virtual\n * @returns {Array}\n */\n getTouchAction: function() { },\n\n /**\n * called when the gesture isn't allowed to recognize\n * like when another is being recognized or it is disabled\n * @virtual\n */\n reset: function() { }\n};\n\n/**\n * get a usable string, used as event postfix\n * @param {Const} state\n * @returns {String} state\n */\nfunction stateStr(state) {\n if (state & STATE_CANCELLED) {\n return 'cancel';\n } else if (state & STATE_ENDED) {\n return 'end';\n } else if (state & STATE_CHANGED) {\n return 'move';\n } else if (state & STATE_BEGAN) {\n return 'start';\n }\n return '';\n}\n\n/**\n * direction cons to string\n * @param {Const} direction\n * @returns {String}\n */\nfunction directionStr(direction) {\n if (direction == DIRECTION_DOWN) {\n return 'down';\n } else if (direction == DIRECTION_UP) {\n return 'up';\n } else if (direction == DIRECTION_LEFT) {\n return 'left';\n } else if (direction == DIRECTION_RIGHT) {\n return 'right';\n }\n return '';\n}\n\n/**\n * get a recognizer by name if it is bound to a manager\n * @param {Recognizer|String} otherRecognizer\n * @param {Recognizer} recognizer\n * @returns {Recognizer}\n */\nfunction getRecognizerByNameIfManager(otherRecognizer, recognizer) {\n var manager = recognizer.manager;\n if (manager) {\n return manager.get(otherRecognizer);\n }\n return otherRecognizer;\n}\n\n/**\n * This recognizer is just used as a base for the simple attribute recognizers.\n * @constructor\n * @extends Recognizer\n */\nfunction AttrRecognizer() {\n Recognizer.apply(this, arguments);\n}\n\ninherit(AttrRecognizer, Recognizer, {\n /**\n * @namespace\n * @memberof AttrRecognizer\n */\n defaults: {\n /**\n * @type {Number}\n * @default 1\n */\n pointers: 1\n },\n\n /**\n * Used to check if it the recognizer receives valid input, like input.distance > 10.\n * @memberof AttrRecognizer\n * @param {Object} input\n * @returns {Boolean} recognized\n */\n attrTest: function(input) {\n var optionPointers = this.options.pointers;\n return optionPointers === 0 || input.pointers.length === optionPointers;\n },\n\n /**\n * Process the input and return the state for the recognizer\n * @memberof AttrRecognizer\n * @param {Object} input\n * @returns {*} State\n */\n process: function(input) {\n var state = this.state;\n var eventType = input.eventType;\n\n var isRecognized = state & (STATE_BEGAN | STATE_CHANGED);\n var isValid = this.attrTest(input);\n\n // on cancel input and we've recognized before, return STATE_CANCELLED\n if (isRecognized && (eventType & INPUT_CANCEL || !isValid)) {\n return state | STATE_CANCELLED;\n } else if (isRecognized || isValid) {\n if (eventType & INPUT_END) {\n return state | STATE_ENDED;\n } else if (!(state & STATE_BEGAN)) {\n return STATE_BEGAN;\n }\n return state | STATE_CHANGED;\n }\n return STATE_FAILED;\n }\n});\n\n/**\n * Pan\n * Recognized when the pointer is down and moved in the allowed direction.\n * @constructor\n * @extends AttrRecognizer\n */\nfunction PanRecognizer() {\n AttrRecognizer.apply(this, arguments);\n\n this.pX = null;\n this.pY = null;\n}\n\ninherit(PanRecognizer, AttrRecognizer, {\n /**\n * @namespace\n * @memberof PanRecognizer\n */\n defaults: {\n event: 'pan',\n threshold: 10,\n pointers: 1,\n direction: DIRECTION_ALL\n },\n\n getTouchAction: function() {\n var direction = this.options.direction;\n var actions = [];\n if (direction & DIRECTION_HORIZONTAL) {\n actions.push(TOUCH_ACTION_PAN_Y);\n }\n if (direction & DIRECTION_VERTICAL) {\n actions.push(TOUCH_ACTION_PAN_X);\n }\n return actions;\n },\n\n directionTest: function(input) {\n var options = this.options;\n var hasMoved = true;\n var distance = input.distance;\n var direction = input.direction;\n var x = input.deltaX;\n var y = input.deltaY;\n\n // lock to axis?\n if (!(direction & options.direction)) {\n if (options.direction & DIRECTION_HORIZONTAL) {\n direction = (x === 0) ? DIRECTION_NONE : (x < 0) ? DIRECTION_LEFT : DIRECTION_RIGHT;\n hasMoved = x != this.pX;\n distance = Math.abs(input.deltaX);\n } else {\n direction = (y === 0) ? DIRECTION_NONE : (y < 0) ? DIRECTION_UP : DIRECTION_DOWN;\n hasMoved = y != this.pY;\n distance = Math.abs(input.deltaY);\n }\n }\n input.direction = direction;\n return hasMoved && distance > options.threshold && direction & options.direction;\n },\n\n attrTest: function(input) {\n return AttrRecognizer.prototype.attrTest.call(this, input) &&\n (this.state & STATE_BEGAN || (!(this.state & STATE_BEGAN) && this.directionTest(input)));\n },\n\n emit: function(input) {\n\n this.pX = input.deltaX;\n this.pY = input.deltaY;\n\n var direction = directionStr(input.direction);\n\n if (direction) {\n input.additionalEvent = this.options.event + direction;\n }\n this._super.emit.call(this, input);\n }\n});\n\n/**\n * Pinch\n * Recognized when two or more pointers are moving toward (zoom-in) or away from each other (zoom-out).\n * @constructor\n * @extends AttrRecognizer\n */\nfunction PinchRecognizer() {\n AttrRecognizer.apply(this, arguments);\n}\n\ninherit(PinchRecognizer, AttrRecognizer, {\n /**\n * @namespace\n * @memberof PinchRecognizer\n */\n defaults: {\n event: 'pinch',\n threshold: 0,\n pointers: 2\n },\n\n getTouchAction: function() {\n return [TOUCH_ACTION_NONE];\n },\n\n attrTest: function(input) {\n return this._super.attrTest.call(this, input) &&\n (Math.abs(input.scale - 1) > this.options.threshold || this.state & STATE_BEGAN);\n },\n\n emit: function(input) {\n if (input.scale !== 1) {\n var inOut = input.scale < 1 ? 'in' : 'out';\n input.additionalEvent = this.options.event + inOut;\n }\n this._super.emit.call(this, input);\n }\n});\n\n/**\n * Press\n * Recognized when the pointer is down for x ms without any movement.\n * @constructor\n * @extends Recognizer\n */\nfunction PressRecognizer() {\n Recognizer.apply(this, arguments);\n\n this._timer = null;\n this._input = null;\n}\n\ninherit(PressRecognizer, Recognizer, {\n /**\n * @namespace\n * @memberof PressRecognizer\n */\n defaults: {\n event: 'press',\n pointers: 1,\n time: 251, // minimal time of the pointer to be pressed\n threshold: 9 // a minimal movement is ok, but keep it low\n },\n\n getTouchAction: function() {\n return [TOUCH_ACTION_AUTO];\n },\n\n process: function(input) {\n var options = this.options;\n var validPointers = input.pointers.length === options.pointers;\n var validMovement = input.distance < options.threshold;\n var validTime = input.deltaTime > options.time;\n\n this._input = input;\n\n // we only allow little movement\n // and we've reached an end event, so a tap is possible\n if (!validMovement || !validPointers || (input.eventType & (INPUT_END | INPUT_CANCEL) && !validTime)) {\n this.reset();\n } else if (input.eventType & INPUT_START) {\n this.reset();\n this._timer = setTimeoutContext(function() {\n this.state = STATE_RECOGNIZED;\n this.tryEmit();\n }, options.time, this);\n } else if (input.eventType & INPUT_END) {\n return STATE_RECOGNIZED;\n }\n return STATE_FAILED;\n },\n\n reset: function() {\n clearTimeout(this._timer);\n },\n\n emit: function(input) {\n if (this.state !== STATE_RECOGNIZED) {\n return;\n }\n\n if (input && (input.eventType & INPUT_END)) {\n this.manager.emit(this.options.event + 'up', input);\n } else {\n this._input.timeStamp = now();\n this.manager.emit(this.options.event, this._input);\n }\n }\n});\n\n/**\n * Rotate\n * Recognized when two or more pointer are moving in a circular motion.\n * @constructor\n * @extends AttrRecognizer\n */\nfunction RotateRecognizer() {\n AttrRecognizer.apply(this, arguments);\n}\n\ninherit(RotateRecognizer, AttrRecognizer, {\n /**\n * @namespace\n * @memberof RotateRecognizer\n */\n defaults: {\n event: 'rotate',\n threshold: 0,\n pointers: 2\n },\n\n getTouchAction: function() {\n return [TOUCH_ACTION_NONE];\n },\n\n attrTest: function(input) {\n return this._super.attrTest.call(this, input) &&\n (Math.abs(input.rotation) > this.options.threshold || this.state & STATE_BEGAN);\n }\n});\n\n/**\n * Swipe\n * Recognized when the pointer is moving fast (velocity), with enough distance in the allowed direction.\n * @constructor\n * @extends AttrRecognizer\n */\nfunction SwipeRecognizer() {\n AttrRecognizer.apply(this, arguments);\n}\n\ninherit(SwipeRecognizer, AttrRecognizer, {\n /**\n * @namespace\n * @memberof SwipeRecognizer\n */\n defaults: {\n event: 'swipe',\n threshold: 10,\n velocity: 0.3,\n direction: DIRECTION_HORIZONTAL | DIRECTION_VERTICAL,\n pointers: 1\n },\n\n getTouchAction: function() {\n return PanRecognizer.prototype.getTouchAction.call(this);\n },\n\n attrTest: function(input) {\n var direction = this.options.direction;\n var velocity;\n\n if (direction & (DIRECTION_HORIZONTAL | DIRECTION_VERTICAL)) {\n velocity = input.overallVelocity;\n } else if (direction & DIRECTION_HORIZONTAL) {\n velocity = input.overallVelocityX;\n } else if (direction & DIRECTION_VERTICAL) {\n velocity = input.overallVelocityY;\n }\n\n return this._super.attrTest.call(this, input) &&\n direction & input.offsetDirection &&\n input.distance > this.options.threshold &&\n input.maxPointers == this.options.pointers &&\n abs(velocity) > this.options.velocity && input.eventType & INPUT_END;\n },\n\n emit: function(input) {\n var direction = directionStr(input.offsetDirection);\n if (direction) {\n this.manager.emit(this.options.event + direction, input);\n }\n\n this.manager.emit(this.options.event, input);\n }\n});\n\n/**\n * A tap is ecognized when the pointer is doing a small tap/click. Multiple taps are recognized if they occur\n * between the given interval and position. The delay option can be used to recognize multi-taps without firing\n * a single tap.\n *\n * The eventData from the emitted event contains the property `tapCount`, which contains the amount of\n * multi-taps being recognized.\n * @constructor\n * @extends Recognizer\n */\nfunction TapRecognizer() {\n Recognizer.apply(this, arguments);\n\n // previous time and center,\n // used for tap counting\n this.pTime = false;\n this.pCenter = false;\n\n this._timer = null;\n this._input = null;\n this.count = 0;\n}\n\ninherit(TapRecognizer, Recognizer, {\n /**\n * @namespace\n * @memberof PinchRecognizer\n */\n defaults: {\n event: 'tap',\n pointers: 1,\n taps: 1,\n interval: 300, // max time between the multi-tap taps\n time: 250, // max time of the pointer to be down (like finger on the screen)\n threshold: 9, // a minimal movement is ok, but keep it low\n posThreshold: 10 // a multi-tap can be a bit off the initial position\n },\n\n getTouchAction: function() {\n return [TOUCH_ACTION_MANIPULATION];\n },\n\n process: function(input) {\n var options = this.options;\n\n var validPointers = input.pointers.length === options.pointers;\n var validMovement = input.distance < options.threshold;\n var validTouchTime = input.deltaTime < options.time;\n\n this.reset();\n\n if ((input.eventType & INPUT_START) && (this.count === 0)) {\n return this.failTimeout();\n }\n\n // we only allow little movement\n // and we've reached an end event, so a tap is possible\n if (validMovement && validTouchTime && validPointers) {\n if (input.eventType != INPUT_END) {\n return this.failTimeout();\n }\n\n var validInterval = this.pTime ? (input.timeStamp - this.pTime < options.interval) : true;\n var validMultiTap = !this.pCenter || getDistance(this.pCenter, input.center) < options.posThreshold;\n\n this.pTime = input.timeStamp;\n this.pCenter = input.center;\n\n if (!validMultiTap || !validInterval) {\n this.count = 1;\n } else {\n this.count += 1;\n }\n\n this._input = input;\n\n // if tap count matches we have recognized it,\n // else it has began recognizing...\n var tapCount = this.count % options.taps;\n if (tapCount === 0) {\n // no failing requirements, immediately trigger the tap event\n // or wait as long as the multitap interval to trigger\n if (!this.hasRequireFailures()) {\n return STATE_RECOGNIZED;\n } else {\n this._timer = setTimeoutContext(function() {\n this.state = STATE_RECOGNIZED;\n this.tryEmit();\n }, options.interval, this);\n return STATE_BEGAN;\n }\n }\n }\n return STATE_FAILED;\n },\n\n failTimeout: function() {\n this._timer = setTimeoutContext(function() {\n this.state = STATE_FAILED;\n }, this.options.interval, this);\n return STATE_FAILED;\n },\n\n reset: function() {\n clearTimeout(this._timer);\n },\n\n emit: function() {\n if (this.state == STATE_RECOGNIZED) {\n this._input.tapCount = this.count;\n this.manager.emit(this.options.event, this._input);\n }\n }\n});\n\n/**\n * Simple way to create a manager with a default set of recognizers.\n * @param {HTMLElement} element\n * @param {Object} [options]\n * @constructor\n */\nfunction Hammer(element, options) {\n options = options || {};\n options.recognizers = ifUndefined(options.recognizers, Hammer.defaults.preset);\n return new Manager(element, options);\n}\n\n/**\n * @const {string}\n */\nHammer.VERSION = '2.0.7';\n\n/**\n * default settings\n * @namespace\n */\nHammer.defaults = {\n /**\n * set if DOM events are being triggered.\n * But this is slower and unused by simple implementations, so disabled by default.\n * @type {Boolean}\n * @default false\n */\n domEvents: false,\n\n /**\n * The value for the touchAction property/fallback.\n * When set to `compute` it will magically set the correct value based on the added recognizers.\n * @type {String}\n * @default compute\n */\n touchAction: TOUCH_ACTION_COMPUTE,\n\n /**\n * @type {Boolean}\n * @default true\n */\n enable: true,\n\n /**\n * EXPERIMENTAL FEATURE -- can be removed/changed\n * Change the parent input target element.\n * If Null, then it is being set the to main element.\n * @type {Null|EventTarget}\n * @default null\n */\n inputTarget: null,\n\n /**\n * force an input class\n * @type {Null|Function}\n * @default null\n */\n inputClass: null,\n\n /**\n * Default recognizer setup when calling `Hammer()`\n * When creating a new Manager these will be skipped.\n * @type {Array}\n */\n preset: [\n // RecognizerClass, options, [recognizeWith, ...], [requireFailure, ...]\n [RotateRecognizer, {enable: false}],\n [PinchRecognizer, {enable: false}, ['rotate']],\n [SwipeRecognizer, {direction: DIRECTION_HORIZONTAL}],\n [PanRecognizer, {direction: DIRECTION_HORIZONTAL}, ['swipe']],\n [TapRecognizer],\n [TapRecognizer, {event: 'doubletap', taps: 2}, ['tap']],\n [PressRecognizer]\n ],\n\n /**\n * Some CSS properties can be used to improve the working of Hammer.\n * Add them to this method and they will be set when creating a new Manager.\n * @namespace\n */\n cssProps: {\n /**\n * Disables text selection to improve the dragging gesture. Mainly for desktop browsers.\n * @type {String}\n * @default 'none'\n */\n userSelect: 'none',\n\n /**\n * Disable the Windows Phone grippers when pressing an element.\n * @type {String}\n * @default 'none'\n */\n touchSelect: 'none',\n\n /**\n * Disables the default callout shown when you touch and hold a touch target.\n * On iOS, when you touch and hold a touch target such as a link, Safari displays\n * a callout containing information about the link. This property allows you to disable that callout.\n * @type {String}\n * @default 'none'\n */\n touchCallout: 'none',\n\n /**\n * Specifies whether zooming is enabled. Used by IE10>\n * @type {String}\n * @default 'none'\n */\n contentZooming: 'none',\n\n /**\n * Specifies that an entire element should be draggable instead of its contents. Mainly for desktop browsers.\n * @type {String}\n * @default 'none'\n */\n userDrag: 'none',\n\n /**\n * Overrides the highlight color shown when the user taps a link or a JavaScript\n * clickable element in iOS. This property obeys the alpha value, if specified.\n * @type {String}\n * @default 'rgba(0,0,0,0)'\n */\n tapHighlightColor: 'rgba(0,0,0,0)'\n }\n};\n\nvar STOP = 1;\nvar FORCED_STOP = 2;\n\n/**\n * Manager\n * @param {HTMLElement} element\n * @param {Object} [options]\n * @constructor\n */\nfunction Manager(element, options) {\n this.options = assign({}, Hammer.defaults, options || {});\n\n this.options.inputTarget = this.options.inputTarget || element;\n\n this.handlers = {};\n this.session = {};\n this.recognizers = [];\n this.oldCssProps = {};\n\n this.element = element;\n this.input = createInputInstance(this);\n this.touchAction = new TouchAction(this, this.options.touchAction);\n\n toggleCssProps(this, true);\n\n each(this.options.recognizers, function(item) {\n var recognizer = this.add(new (item[0])(item[1]));\n item[2] && recognizer.recognizeWith(item[2]);\n item[3] && recognizer.requireFailure(item[3]);\n }, this);\n}\n\nManager.prototype = {\n /**\n * set options\n * @param {Object} options\n * @returns {Manager}\n */\n set: function(options) {\n assign(this.options, options);\n\n // Options that need a little more setup\n if (options.touchAction) {\n this.touchAction.update();\n }\n if (options.inputTarget) {\n // Clean up existing event listeners and reinitialize\n this.input.destroy();\n this.input.target = options.inputTarget;\n this.input.init();\n }\n return this;\n },\n\n /**\n * stop recognizing for this session.\n * This session will be discarded, when a new [input]start event is fired.\n * When forced, the recognizer cycle is stopped immediately.\n * @param {Boolean} [force]\n */\n stop: function(force) {\n this.session.stopped = force ? FORCED_STOP : STOP;\n },\n\n /**\n * run the recognizers!\n * called by the inputHandler function on every movement of the pointers (touches)\n * it walks through all the recognizers and tries to detect the gesture that is being made\n * @param {Object} inputData\n */\n recognize: function(inputData) {\n var session = this.session;\n if (session.stopped) {\n return;\n }\n\n // run the touch-action polyfill\n this.touchAction.preventDefaults(inputData);\n\n var recognizer;\n var recognizers = this.recognizers;\n\n // this holds the recognizer that is being recognized.\n // so the recognizer's state needs to be BEGAN, CHANGED, ENDED or RECOGNIZED\n // if no recognizer is detecting a thing, it is set to `null`\n var curRecognizer = session.curRecognizer;\n\n // reset when the last recognizer is recognized\n // or when we're in a new session\n if (!curRecognizer || (curRecognizer && curRecognizer.state & STATE_RECOGNIZED)) {\n curRecognizer = session.curRecognizer = null;\n }\n\n var i = 0;\n while (i < recognizers.length) {\n recognizer = recognizers[i];\n\n // find out if we are allowed try to recognize the input for this one.\n // 1. allow if the session is NOT forced stopped (see the .stop() method)\n // 2. allow if we still haven't recognized a gesture in this session, or the this recognizer is the one\n // that is being recognized.\n // 3. allow if the recognizer is allowed to run simultaneous with the current recognized recognizer.\n // this can be setup with the `recognizeWith()` method on the recognizer.\n if (session.stopped !== FORCED_STOP && ( // 1\n !curRecognizer || recognizer == curRecognizer || // 2\n recognizer.canRecognizeWith(curRecognizer))) { // 3\n recognizer.recognize(inputData);\n } else {\n recognizer.reset();\n }\n\n // if the recognizer has been recognizing the input as a valid gesture, we want to store this one as the\n // current active recognizer. but only if we don't already have an active recognizer\n if (!curRecognizer && recognizer.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED)) {\n curRecognizer = session.curRecognizer = recognizer;\n }\n i++;\n }\n },\n\n /**\n * get a recognizer by its event name.\n * @param {Recognizer|String} recognizer\n * @returns {Recognizer|Null}\n */\n get: function(recognizer) {\n if (recognizer instanceof Recognizer) {\n return recognizer;\n }\n\n var recognizers = this.recognizers;\n for (var i = 0; i < recognizers.length; i++) {\n if (recognizers[i].options.event == recognizer) {\n return recognizers[i];\n }\n }\n return null;\n },\n\n /**\n * add a recognizer to the manager\n * existing recognizers with the same event name will be removed\n * @param {Recognizer} recognizer\n * @returns {Recognizer|Manager}\n */\n add: function(recognizer) {\n if (invokeArrayArg(recognizer, 'add', this)) {\n return this;\n }\n\n // remove existing\n var existing = this.get(recognizer.options.event);\n if (existing) {\n this.remove(existing);\n }\n\n this.recognizers.push(recognizer);\n recognizer.manager = this;\n\n this.touchAction.update();\n return recognizer;\n },\n\n /**\n * remove a recognizer by name or instance\n * @param {Recognizer|String} recognizer\n * @returns {Manager}\n */\n remove: function(recognizer) {\n if (invokeArrayArg(recognizer, 'remove', this)) {\n return this;\n }\n\n recognizer = this.get(recognizer);\n\n // let's make sure this recognizer exists\n if (recognizer) {\n var recognizers = this.recognizers;\n var index = inArray(recognizers, recognizer);\n\n if (index !== -1) {\n recognizers.splice(index, 1);\n this.touchAction.update();\n }\n }\n\n return this;\n },\n\n /**\n * bind event\n * @param {String} events\n * @param {Function} handler\n * @returns {EventEmitter} this\n */\n on: function(events, handler) {\n if (events === undefined) {\n return;\n }\n if (handler === undefined) {\n return;\n }\n\n var handlers = this.handlers;\n each(splitStr(events), function(event) {\n handlers[event] = handlers[event] || [];\n handlers[event].push(handler);\n });\n return this;\n },\n\n /**\n * unbind event, leave emit blank to remove all handlers\n * @param {String} events\n * @param {Function} [handler]\n * @returns {EventEmitter} this\n */\n off: function(events, handler) {\n if (events === undefined) {\n return;\n }\n\n var handlers = this.handlers;\n each(splitStr(events), function(event) {\n if (!handler) {\n delete handlers[event];\n } else {\n handlers[event] && handlers[event].splice(inArray(handlers[event], handler), 1);\n }\n });\n return this;\n },\n\n /**\n * emit event to the listeners\n * @param {String} event\n * @param {Object} data\n */\n emit: function(event, data) {\n // we also want to trigger dom events\n if (this.options.domEvents) {\n triggerDomEvent(event, data);\n }\n\n // no handlers, so skip it all\n var handlers = this.handlers[event] && this.handlers[event].slice();\n if (!handlers || !handlers.length) {\n return;\n }\n\n data.type = event;\n data.preventDefault = function() {\n data.srcEvent.preventDefault();\n };\n\n var i = 0;\n while (i < handlers.length) {\n handlers[i](data);\n i++;\n }\n },\n\n /**\n * destroy the manager and unbinds all events\n * it doesn't unbind dom events, that is the user own responsibility\n */\n destroy: function() {\n this.element && toggleCssProps(this, false);\n\n this.handlers = {};\n this.session = {};\n this.input.destroy();\n this.element = null;\n }\n};\n\n/**\n * add/remove the css properties as defined in manager.options.cssProps\n * @param {Manager} manager\n * @param {Boolean} add\n */\nfunction toggleCssProps(manager, add) {\n var element = manager.element;\n if (!element.style) {\n return;\n }\n var prop;\n each(manager.options.cssProps, function(value, name) {\n prop = prefixed(element.style, name);\n if (add) {\n manager.oldCssProps[prop] = element.style[prop];\n element.style[prop] = value;\n } else {\n element.style[prop] = manager.oldCssProps[prop] || '';\n }\n });\n if (!add) {\n manager.oldCssProps = {};\n }\n}\n\n/**\n * trigger dom event\n * @param {String} event\n * @param {Object} data\n */\nfunction triggerDomEvent(event, data) {\n var gestureEvent = document.createEvent('Event');\n gestureEvent.initEvent(event, true, true);\n gestureEvent.gesture = data;\n data.target.dispatchEvent(gestureEvent);\n}\n\nassign(Hammer, {\n INPUT_START: INPUT_START,\n INPUT_MOVE: INPUT_MOVE,\n INPUT_END: INPUT_END,\n INPUT_CANCEL: INPUT_CANCEL,\n\n STATE_POSSIBLE: STATE_POSSIBLE,\n STATE_BEGAN: STATE_BEGAN,\n STATE_CHANGED: STATE_CHANGED,\n STATE_ENDED: STATE_ENDED,\n STATE_RECOGNIZED: STATE_RECOGNIZED,\n STATE_CANCELLED: STATE_CANCELLED,\n STATE_FAILED: STATE_FAILED,\n\n DIRECTION_NONE: DIRECTION_NONE,\n DIRECTION_LEFT: DIRECTION_LEFT,\n DIRECTION_RIGHT: DIRECTION_RIGHT,\n DIRECTION_UP: DIRECTION_UP,\n DIRECTION_DOWN: DIRECTION_DOWN,\n DIRECTION_HORIZONTAL: DIRECTION_HORIZONTAL,\n DIRECTION_VERTICAL: DIRECTION_VERTICAL,\n DIRECTION_ALL: DIRECTION_ALL,\n\n Manager: Manager,\n Input: Input,\n TouchAction: TouchAction,\n\n TouchInput: TouchInput,\n MouseInput: MouseInput,\n PointerEventInput: PointerEventInput,\n TouchMouseInput: TouchMouseInput,\n SingleTouchInput: SingleTouchInput,\n\n Recognizer: Recognizer,\n AttrRecognizer: AttrRecognizer,\n Tap: TapRecognizer,\n Pan: PanRecognizer,\n Swipe: SwipeRecognizer,\n Pinch: PinchRecognizer,\n Rotate: RotateRecognizer,\n Press: PressRecognizer,\n\n on: addEventListeners,\n off: removeEventListeners,\n each: each,\n merge: merge,\n extend: extend,\n assign: assign,\n inherit: inherit,\n bindFn: bindFn,\n prefixed: prefixed\n});\n\n// this prevents errors when Hammer is loaded in the presence of an AMD\n// style loader but by script tag, not by the loader.\nvar freeGlobal = (typeof window !== 'undefined' ? window : (typeof self !== 'undefined' ? self : {})); // jshint ignore:line\nfreeGlobal.Hammer = Hammer;\n\nif (typeof define === 'function' && define.amd) {\n define(function() {\n return Hammer;\n });\n} else if (typeof module != 'undefined' && module.exports) {\n module.exports = Hammer;\n} else {\n window[exportName] = Hammer;\n}\n\n})(window, document, 'Hammer');\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/hammerjs/hammer.js\n// module id = 4\n// module chunks = 0 1","\"use strict\";\r\nexports.__esModule = true;\r\nvar DIRECTION;\r\n(function (DIRECTION) {\r\n DIRECTION[DIRECTION[\"DIRECTION_NONE\"] = 1] = \"DIRECTION_NONE\";\r\n DIRECTION[DIRECTION[\"DIRECTION_LEFT\"] = 2] = \"DIRECTION_LEFT\";\r\n DIRECTION[DIRECTION[\"DIRECTION_RIGHT\"] = 4] = \"DIRECTION_RIGHT\";\r\n DIRECTION[DIRECTION[\"DIRECTION_HORIZONTAL\"] = 6] = \"DIRECTION_HORIZONTAL\";\r\n DIRECTION[DIRECTION[\"DIRECTION_UP\"] = 8] = \"DIRECTION_UP\";\r\n DIRECTION[DIRECTION[\"DIRECTION_DOWN\"] = 16] = \"DIRECTION_DOWN\";\r\n DIRECTION[DIRECTION[\"DIRECTION_VERTICAL\"] = 24] = \"DIRECTION_VERTICAL\";\r\n DIRECTION[DIRECTION[\"DIRECTION_ALL\"] = 30] = \"DIRECTION_ALL\";\r\n})(DIRECTION = exports.DIRECTION || (exports.DIRECTION = {}));\r\nexports.TRANSFORM = (function () {\r\n var bodyStyle = (document.head || document.getElementsByTagName(\"head\")[0]).style;\r\n var target = [\"transform\", \"webkitTransform\", \"msTransform\", \"mozTransform\"];\r\n for (var i = 0, len = target.length; i < len; i++) {\r\n if (target[i] in bodyStyle) {\r\n return target[i];\r\n }\r\n }\r\n return \"\";\r\n})();\r\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/const.ts\n// module id = 5\n// module chunks = 0 1","\"use strict\";\r\nvar __importDefault = (this && this.__importDefault) || function (mod) {\r\n return (mod && mod.__esModule) ? mod : { \"default\": mod };\r\n};\r\nvar Axes_1 = __importDefault(require(\"./Axes\"));\r\nvar PanInput_1 = require(\"./inputType/PanInput\");\r\nvar PinchInput_1 = require(\"./inputType/PinchInput\");\r\nvar WheelInput_1 = require(\"./inputType/WheelInput\");\r\nvar MoveKeyInput_1 = require(\"./inputType/MoveKeyInput\");\r\nAxes_1[\"default\"].PanInput = PanInput_1.PanInput;\r\nAxes_1[\"default\"].PinchInput = PinchInput_1.PinchInput;\r\nAxes_1[\"default\"].WheelInput = WheelInput_1.WheelInput;\r\nAxes_1[\"default\"].MoveKeyInput = MoveKeyInput_1.MoveKeyInput;\r\nmodule.exports = Axes_1[\"default\"];\r\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/index.umd.ts\n// module id = 6\n// module chunks = 0 1","\"use strict\";\r\nvar __extends = (this && this.__extends) || (function () {\r\n var extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };\r\n return function (d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n };\r\n})();\r\nvar __assign = (this && this.__assign) || Object.assign || function(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))\r\n t[p] = s[p];\r\n }\r\n return t;\r\n};\r\nvar __importDefault = (this && this.__importDefault) || function (mod) {\r\n return (mod && mod.__esModule) ? mod : { \"default\": mod };\r\n};\r\nexports.__esModule = true;\r\nvar component_1 = __importDefault(require(\"@egjs/component\"));\r\nvar AnimationManager_1 = require(\"./AnimationManager\");\r\nvar EventManager_1 = require(\"./EventManager\");\r\nvar InterruptManager_1 = require(\"./InterruptManager\");\r\nvar AxisManager_1 = require(\"./AxisManager\");\r\nvar InputObserver_1 = require(\"./InputObserver\");\r\nvar const_1 = require(\"./const\");\r\n/**\r\n * @typedef {Object} AxisOption The Axis information. The key of the axis specifies the name to use as the logical virtual coordinate system.\r\n * @ko 축 정보. 축의 키는 논리적인 가상 좌표계로 사용할 이름을 지정한다.\r\n * @property {Number[]} [range] The coordinate of range 좌표 범위\r\n * @property {Number} [range.0=0] The coordinate of the minimum 최소 좌표\r\n * @property {Number} [range.1=0] The coordinate of the maximum 최대 좌표\r\n * @property {Number[]} [bounce] The size of bouncing area. The coordinates can exceed the coordinate area as much as the bouncing area based on user action. If the coordinates does not exceed the bouncing area when an element is dragged, the coordinates where bouncing effects are applied are retuned back into the coordinate area바운스 영역의 크기. 사용자의 동작에 따라 좌표가 좌표 영역을 넘어 바운스 영역의 크기만큼 더 이동할 수 있다. 사용자가 끌어다 놓는 동작을 했을 때 좌표가 바운스 영역에 있으면, 바운스 효과가 적용된 좌표가 다시 좌표 영역 안으로 들어온다\r\n * @property {Number} [bounce.0=0] The size of coordinate of the minimum area 최소 좌표 바운스 영역의 크기\r\n * @property {Number} [bounce.1=0] The size of coordinate of the maximum area 최대 좌표 바운스 영역의 크기\r\n * @property {Boolean[]} [circular] Indicates whether a circular element is available. If it is set to \"true\" and an element is dragged outside the coordinate area, the element will appear on the other side.순환 여부. 'true'로 설정한 방향의 좌표 영역 밖으로 엘리먼트가 이동하면 반대 방향에서 엘리먼트가 나타난다\r\n * @property {Boolean} [circular.0=false] Indicates whether to circulate to the coordinate of the minimum 최소 좌표 방향의 순환 여부\r\n * @property {Boolean} [circular.1=false] Indicates whether to circulate to the coordinate of the maximum 최대 좌표 방향의 순환 여부\r\n**/\r\n/**\r\n * @typedef {Object} AxesOption The option object of the eg.Axes module\r\n * @ko eg.Axes 모듈의 옵션 객체\r\n * @property {Function} [easing=easing.easeOutCubic] The easing function to apply to an animation 애니메이션에 적용할 easing 함수\r\n * @property {Number} [maximumDuration=Infinity] Maximum duration of the animation 가속도에 의해 애니메이션이 동작할 때의 최대 좌표 이동 시간\r\n * @property {Number} [minimumDuration=0] Minimum duration of the animation 가속도에 의해 애니메이션이 동작할 때의 최소 좌표 이동 시간\r\n * @property {Number} [deceleration=0.0006] Deceleration of the animation where acceleration is manually enabled by user. A higher value indicates shorter running time. 사용자의 동작으로 가속도가 적용된 애니메이션의 감속도. 값이 높을수록 애니메이션 실행 시간이 짧아진다\r\n * @property {Boolean} [interruptable=true] Indicates whether an animation is interruptible.
- true: It can be paused or stopped by user action or the API.
- false: It cannot be paused or stopped by user action or the API while it is running.진행 중인 애니메이션 중지 가능 여부.
- true: 사용자의 동작이나 API로 애니메이션을 중지할 수 있다.
- false: 애니메이션이 진행 중일 때는 사용자의 동작이나 API가 적용되지 않는다\r\n**/\r\n/**\r\n * @class eg.Axes\r\n * @classdesc A module used to change the information of user action entered by various input devices such as touch screen or mouse into the logical virtual coordinates. You can easily create a UI that responds to user actions.\r\n * @ko 터치 입력 장치나 마우스와 같은 다양한 입력 장치를 통해 전달 받은 사용자의 동작을 논리적인 가상 좌표로 변경하는 모듈이다. 사용자 동작에 반응하는 UI를 손쉽게 만들수 있다.\r\n * @extends eg.Component\r\n *\r\n * @param {Object.} axis Axis information managed by eg.Axes. The key of the axis specifies the name to use as the logical virtual coordinate system. eg.Axes가 관리하는 축 정보. 축의 키는 논리적인 가상 좌표계로 사용할 이름을 지정한다.\r\n * @param {AxesOption} [options] The option object of the eg.Axes moduleeg.Axes 모듈의 옵션 객체\r\n * @param {Object.} [startPos] The coordinates to be moved when creating an instance. not triggering change event.인스턴스 생성시 이동할 좌표, change 이벤트는 발생하지 않음.\r\n *\r\n * @support {\"ie\": \"10+\", \"ch\" : \"latest\", \"ff\" : \"latest\", \"sf\" : \"latest\", \"edge\" : \"latest\", \"ios\" : \"7+\", \"an\" : \"2.3+ (except 3.x)\"}\r\n * @example\r\n *\r\n * // 1. Initialize eg.Axes\r\n * const axes = new eg.Axes({\r\n *\tsomething1: {\r\n *\t\trange: [0, 150],\r\n *\t\tbounce: 50\r\n *\t},\r\n *\tsomething2: {\r\n *\t\trange: [0, 200],\r\n *\t\tbounce: 100\r\n *\t},\r\n *\tsomethingN: {\r\n *\t\trange: [1, 10],\r\n *\t}\r\n * }, {\r\n * deceleration : 0.0024\r\n * });\r\n *\r\n * // 2. attach event handler\r\n * axes.on({\r\n *\t\"hold\" : function(evt) {\r\n *\t},\r\n *\t\"release\" : function(evt) {\r\n *\t},\r\n *\t\"animationStart\" : function(evt) {\r\n *\t},\r\n *\t\"animationEnd\" : function(evt) {\r\n *\t},\r\n *\t\"change\" : function(evt) {\r\n *\t}\r\n * });\r\n *\r\n * // 3. Initialize inputTypes\r\n * const panInputArea = new eg.Axes.PanInput(\"#area\", {\r\n *\tscale: [0.5, 1]\r\n * });\r\n * const panInputHmove = new eg.Axes.PanInput(\"#hmove\");\r\n * const panInputVmove = new eg.Axes.PanInput(\"#vmove\");\r\n * const pinchInputArea = new eg.Axes.PinchInput(\"#area\", {\r\n *\tscale: 1.5\r\n * });\r\n *\r\n * // 4. Connect eg.Axes and InputTypes\r\n * // [PanInput] When the mouse or touchscreen is down and moved.\r\n * // Connect the 'something2' axis to the mouse or touchscreen x position and\r\n * // connect the 'somethingN' axis to the mouse or touchscreen y position.\r\n * axes.connect([\"something2\", \"somethingN\"], panInputArea); // or axes.connect(\"something2 somethingN\", panInputArea);\r\n *\r\n * // Connect only one 'something1' axis to the mouse or touchscreen x position.\r\n * axes.connect([\"something1\"], panInputHmove); // or axes.connect(\"something1\", panInputHmove);\r\n *\r\n * // Connect only one 'something2' axis to the mouse or touchscreen y position.\r\n * axes.connect([\"\", \"something2\"], panInputVmove); // or axes.connect(\" something2\", panInputVmove);\r\n *\r\n * // [PinchInput] Connect 'something2' axis when two pointers are moving toward (zoom-in) or away from each other (zoom-out).\r\n * axes.connect(\"something2\", pinchInputArea);\r\n */\r\nvar Axes = /** @class */ (function (_super) {\r\n __extends(Axes, _super);\r\n function Axes(axis, options, startPos) {\r\n if (axis === void 0) { axis = {}; }\r\n var _this = _super.call(this) || this;\r\n _this.axis = axis;\r\n _this._inputs = [];\r\n _this.options = __assign({\r\n easing: function easeOutCubic(x) {\r\n return 1 - Math.pow(1 - x, 3);\r\n },\r\n interruptable: true,\r\n maximumDuration: Infinity,\r\n minimumDuration: 0,\r\n deceleration: 0.0006\r\n }, options);\r\n _this.itm = new InterruptManager_1.InterruptManager(_this.options);\r\n _this.axm = new AxisManager_1.AxisManager(_this.axis, _this.options);\r\n _this.em = new EventManager_1.EventManager(_this);\r\n _this.am = new AnimationManager_1.AnimationManager(_this);\r\n _this.io = new InputObserver_1.InputObserver(_this);\r\n _this.em.setAnimationManager(_this.am);\r\n startPos && _this.em.triggerChange(startPos);\r\n return _this;\r\n }\r\n /**\r\n * Connect the axis of eg.Axes to the inputType.\r\n * @ko eg.Axes의 축과 inputType을 연결한다\r\n * @method eg.Axes#connect\r\n * @param {(String[]|String)} axes The name of the axis to associate with inputType inputType과 연결할 축의 이름\r\n * @param {Object} inputType The inputType instance to associate with the axis of eg.Axes eg.Axes의 축과 연결할 inputType 인스턴스\r\n * @return {eg.Axes} An instance of a module itself 모듈 자신의 인스턴스\r\n * @example\r\n * const axes = new eg.Axes({\r\n * \"x\": {\r\n * range: [0, 100]\r\n * },\r\n * \"xOther\": {\r\n * range: [-100, 100]\r\n * }\r\n * });\r\n *\r\n * axes.connect(\"x\", new eg.Axes.PanInput(\"#area1\"))\r\n * .connect(\"x xOther\", new eg.Axes.PanInput(\"#area2\"))\r\n * .connect(\" xOther\", new eg.Axes.PanInput(\"#area3\"))\r\n * .connect([\"x\"], new eg.Axes.PanInput(\"#area4\"))\r\n * .connect([\"xOther\", \"x\"], new eg.Axes.PanInput(\"#area5\"))\r\n * .connect([\"\", \"xOther\"], new eg.Axes.PanInput(\"#area6\"));\r\n */\r\n Axes.prototype.connect = function (axes, inputType) {\r\n var mapped;\r\n if (typeof axes === \"string\") {\r\n mapped = axes.split(\" \");\r\n }\r\n else {\r\n mapped = axes.concat();\r\n }\r\n // check same instance\r\n if (~this._inputs.indexOf(inputType)) {\r\n this.disconnect(inputType);\r\n }\r\n // check same element in hammer type for share\r\n if (\"hammer\" in inputType) {\r\n var targets = this._inputs.filter(function (v) { return v.hammer && v.element === inputType.element; });\r\n if (targets.length) {\r\n inputType.hammer = targets[0].hammer;\r\n }\r\n }\r\n inputType.mapAxes(mapped);\r\n inputType.connect(this.io);\r\n this._inputs.push(inputType);\r\n return this;\r\n };\r\n /**\r\n * Disconnect the axis of eg.Axes from the inputType.\r\n * @ko eg.Axes의 축과 inputType의 연결을 끊는다.\r\n * @method eg.Axes#disconnect\r\n * @param {Object} [inputType] An inputType instance associated with the axis of eg.Axes eg.Axes의 축과 연결한 inputType 인스턴스\r\n * @return {eg.Axes} An instance of a module itself 모듈 자신의 인스턴스\r\n * @example\r\n * const axes = new eg.Axes({\r\n * \"x\": {\r\n * range: [0, 100]\r\n * },\r\n * \"xOther\": {\r\n * range: [-100, 100]\r\n * }\r\n * });\r\n *\r\n * const input1 = new eg.Axes.PanInput(\"#area1\");\r\n * const input2 = new eg.Axes.PanInput(\"#area2\");\r\n * const input3 = new eg.Axes.PanInput(\"#area3\");\r\n *\r\n * axes.connect(\"x\", input1);\r\n * .connect(\"x xOther\", input2)\r\n * .connect([\"xOther\", \"x\"], input3);\r\n *\r\n * axes.disconnect(input1); // disconnects input1\r\n * axes.disconnect(); // disconnects all of them\r\n */\r\n Axes.prototype.disconnect = function (inputType) {\r\n if (inputType) {\r\n var index = this._inputs.indexOf(inputType);\r\n if (index >= 0) {\r\n this._inputs[index].disconnect();\r\n this._inputs.splice(index, 1);\r\n }\r\n }\r\n else {\r\n this._inputs.forEach(function (v) { return v.disconnect(); });\r\n this._inputs = [];\r\n }\r\n return this;\r\n };\r\n /**\r\n * Returns the current position of the coordinates.\r\n * @ko 좌표의 현재 위치를 반환한다\r\n * @method eg.Axes#get\r\n * @param {Object} [axes] The names of the axis 축 이름들\r\n * @return {Object.} Axis coordinate information 축 좌표 정보\r\n * @example\r\n * const axes = new eg.Axes({\r\n * \"x\": {\r\n * range: [0, 100]\r\n * },\r\n * \"xOther\": {\r\n * range: [-100, 100]\r\n * },\r\n * \t \"zoom\": {\r\n * range: [50, 30]\r\n * }\r\n * });\r\n *\r\n * axes.get(); // {\"x\": 0, \"xOther\": -100, \"zoom\": 50}\r\n * axes.get([\"x\", \"zoom\"]); // {\"x\": 0, \"zoom\": 50}\r\n */\r\n Axes.prototype.get = function (axes) {\r\n return this.axm.get(axes);\r\n };\r\n /**\r\n * Moves an axis to specific coordinates.\r\n * @ko 좌표를 이동한다.\r\n * @method eg.Axes#setTo\r\n * @param {Object.} pos The coordinate to move to 이동할 좌표\r\n * @param {Number} [duration=0] Duration of the animation (unit: ms) 애니메이션 진행 시간(단위: ms)\r\n * @return {eg.Axes} An instance of a module itself 모듈 자신의 인스턴스\r\n * @example\r\n * const axes = new eg.Axes({\r\n * \"x\": {\r\n * range: [0, 100]\r\n * },\r\n * \"xOther\": {\r\n * range: [-100, 100]\r\n * },\r\n * \t \"zoom\": {\r\n * range: [50, 30]\r\n * }\r\n * });\r\n *\r\n * axes.setTo({\"x\": 30, \"zoom\": 60});\r\n * axes.get(); // {\"x\": 30, \"xOther\": -100, \"zoom\": 60}\r\n *\r\n * axes.setTo({\"x\": 100, \"xOther\": 60}, 1000); // animatation\r\n *\r\n * // after 1000 ms\r\n * axes.get(); // {\"x\": 100, \"xOther\": 60, \"zoom\": 60}\r\n */\r\n Axes.prototype.setTo = function (pos, duration) {\r\n if (duration === void 0) { duration = 0; }\r\n this.am.setTo(pos, duration);\r\n return this;\r\n };\r\n /**\r\n * Moves an axis from the current coordinates to specific coordinates.\r\n * @ko 현재 좌표를 기준으로 좌표를 이동한다.\r\n * @method eg.Axes#setBy\r\n * @param {Object.} pos The coordinate to move to 이동할 좌표\r\n * @param {Number} [duration=0] Duration of the animation (unit: ms) 애니메이션 진행 시간(단위: ms)\r\n * @return {eg.Axes} An instance of a module itself 모듈 자신의 인스턴스\r\n * @example\r\n * const axes = new eg.Axes({\r\n * \"x\": {\r\n * range: [0, 100]\r\n * },\r\n * \"xOther\": {\r\n * range: [-100, 100]\r\n * },\r\n * \t \"zoom\": {\r\n * range: [50, 30]\r\n * }\r\n * });\r\n *\r\n * axes.setBy({\"x\": 30, \"zoom\": 10});\r\n * axes.get(); // {\"x\": 30, \"xOther\": -100, \"zoom\": 60}\r\n *\r\n * axes.setBy({\"x\": 70, \"xOther\": 60}, 1000); // animatation\r\n *\r\n * // after 1000 ms\r\n * axes.get(); // {\"x\": 100, \"xOther\": -40, \"zoom\": 60}\r\n */\r\n Axes.prototype.setBy = function (pos, duration) {\r\n if (duration === void 0) { duration = 0; }\r\n this.am.setBy(pos, duration);\r\n return this;\r\n };\r\n /**\r\n * Returns whether there is a coordinate in the bounce area of the target axis.\r\n * @ko 대상 축 중 bounce영역에 좌표가 존재하는지를 반환한다\r\n * @method eg.Axes#isBounceArea\r\n * @param {Object} [axes] The names of the axis 축 이름들\r\n * @return {Boolen} Whether the bounce area exists. bounce 영역 존재 여부\r\n * @example\r\n * const axes = new eg.Axes({\r\n * \"x\": {\r\n * range: [0, 100]\r\n * },\r\n * \"xOther\": {\r\n * range: [-100, 100]\r\n * },\r\n * \t \"zoom\": {\r\n * range: [50, 30]\r\n * }\r\n * });\r\n *\r\n * axes.isBounceArea([\"x\"]);\r\n * axes.isBounceArea([\"x\", \"zoom\"]);\r\n * axes.isBounceArea();\r\n */\r\n Axes.prototype.isBounceArea = function (axes) {\r\n return this.axm.isOutside(axes);\r\n };\r\n /**\r\n * Destroys properties, and events used in a module and disconnect all connections to inputTypes.\r\n * @ko 모듈에 사용한 속성, 이벤트를 해제한다. 모든 inputType과의 연결을 끊는다.\r\n * @method eg.Axes#destroy\r\n */\r\n Axes.prototype.destroy = function () {\r\n this.disconnect();\r\n this.em.destroy();\r\n };\r\n /**\r\n * Version info string\r\n * @ko 버전정보 문자열\r\n * @name VERSION\r\n * @static\r\n * @type {String}\r\n * @example\r\n * eg.Axes.VERSION; // ex) 3.3.3\r\n * @memberof eg.Axes\r\n */\r\n Axes.VERSION = \"#__VERSION__#\";\r\n /**\r\n * @name eg.Axes.TRANSFORM\r\n * @desc Returns the transform attribute with CSS vendor prefixes.\r\n * @ko CSS vendor prefixes를 붙인 transform 속성을 반환한다.\r\n *\r\n * @constant\r\n * @type {String}\r\n * @example\r\n * eg.Axes.TRANSFORM; // \"transform\" or \"webkitTransform\"\r\n */\r\n Axes.TRANSFORM = const_1.TRANSFORM;\r\n /**\r\n * @name eg.Axes.DIRECTION_NONE\r\n * @constant\r\n * @type {Number}\r\n */\r\n Axes.DIRECTION_NONE = const_1.DIRECTION.DIRECTION_NONE;\r\n /**\r\n * @name eg.Axes.DIRECTION_LEFT\r\n * @constant\r\n * @type {Number}\r\n */\r\n Axes.DIRECTION_LEFT = const_1.DIRECTION.DIRECTION_LEFT;\r\n /**\r\n * @name eg.Axes.DIRECTION_RIGHT\r\n * @constant\r\n * @type {Number}\r\n */\r\n Axes.DIRECTION_RIGHT = const_1.DIRECTION.DIRECTION_RIGHT;\r\n /**\r\n * @name eg.Axes.DIRECTION_UP\r\n * @constant\r\n * @type {Number}\r\n */\r\n Axes.DIRECTION_UP = const_1.DIRECTION.DIRECTION_UP;\r\n /**\r\n * @name eg.Axes.DIRECTION_DOWN\r\n * @constant\r\n * @type {Number}\r\n */\r\n Axes.DIRECTION_DOWN = const_1.DIRECTION.DIRECTION_DOWN;\r\n /**\r\n * @name eg.Axes.DIRECTION_HORIZONTAL\r\n * @constant\r\n * @type {Number}\r\n */\r\n Axes.DIRECTION_HORIZONTAL = const_1.DIRECTION.DIRECTION_HORIZONTAL;\r\n /**\r\n * @name eg.Axes.DIRECTION_VERTICAL\r\n * @constant\r\n * @type {Number}\r\n */\r\n Axes.DIRECTION_VERTICAL = const_1.DIRECTION.DIRECTION_VERTICAL;\r\n /**\r\n * @name eg.Axes.DIRECTION_ALL\r\n * @constant\r\n * @type {Number}\r\n */\r\n Axes.DIRECTION_ALL = const_1.DIRECTION.DIRECTION_ALL;\r\n return Axes;\r\n}(component_1[\"default\"]));\r\nexports[\"default\"] = Axes;\r\n;\r\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/Axes.ts\n// module id = 7\n// module chunks = 0 1","/*!\n * Copyright (c) 2017 NAVER Corp.\r\n * @egjs/component project is licensed under the MIT license\r\n * \r\n * @egjs/component JavaScript library\r\n * http://naver.github.io/egjs/component\r\n * \r\n * @version 2.1.1\n */\n(function webpackUniversalModuleDefinition(root, factory) {\n\tif(typeof exports === 'object' && typeof module === 'object')\n\t\tmodule.exports = factory();\n\telse if(typeof define === 'function' && define.amd)\n\t\tdefine([], factory);\n\telse if(typeof exports === 'object')\n\t\texports[\"Component\"] = factory();\n\telse\n\t\troot[\"eg\"] = root[\"eg\"] || {}, root[\"eg\"][\"Component\"] = factory();\n})(this, function() {\nreturn /******/ (function(modules) { // webpackBootstrap\n/******/ \t// The module cache\n/******/ \tvar installedModules = {};\n/******/\n/******/ \t// The require function\n/******/ \tfunction __webpack_require__(moduleId) {\n/******/\n/******/ \t\t// Check if module is in cache\n/******/ \t\tif(installedModules[moduleId]) {\n/******/ \t\t\treturn installedModules[moduleId].exports;\n/******/ \t\t}\n/******/ \t\t// Create a new module (and put it into the cache)\n/******/ \t\tvar module = installedModules[moduleId] = {\n/******/ \t\t\ti: moduleId,\n/******/ \t\t\tl: false,\n/******/ \t\t\texports: {}\n/******/ \t\t};\n/******/\n/******/ \t\t// Execute the module function\n/******/ \t\tmodules[moduleId].call(module.exports, module, module.exports, __webpack_require__);\n/******/\n/******/ \t\t// Flag the module as loaded\n/******/ \t\tmodule.l = true;\n/******/\n/******/ \t\t// Return the exports of the module\n/******/ \t\treturn module.exports;\n/******/ \t}\n/******/\n/******/\n/******/ \t// expose the modules object (__webpack_modules__)\n/******/ \t__webpack_require__.m = modules;\n/******/\n/******/ \t// expose the module cache\n/******/ \t__webpack_require__.c = installedModules;\n/******/\n/******/ \t// define getter function for harmony exports\n/******/ \t__webpack_require__.d = function(exports, name, getter) {\n/******/ \t\tif(!__webpack_require__.o(exports, name)) {\n/******/ \t\t\tObject.defineProperty(exports, name, {\n/******/ \t\t\t\tconfigurable: false,\n/******/ \t\t\t\tenumerable: true,\n/******/ \t\t\t\tget: getter\n/******/ \t\t\t});\n/******/ \t\t}\n/******/ \t};\n/******/\n/******/ \t// getDefaultExport function for compatibility with non-harmony modules\n/******/ \t__webpack_require__.n = function(module) {\n/******/ \t\tvar getter = module && module.__esModule ?\n/******/ \t\t\tfunction getDefault() { return module['default']; } :\n/******/ \t\t\tfunction getModuleExports() { return module; };\n/******/ \t\t__webpack_require__.d(getter, 'a', getter);\n/******/ \t\treturn getter;\n/******/ \t};\n/******/\n/******/ \t// Object.prototype.hasOwnProperty.call\n/******/ \t__webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };\n/******/\n/******/ \t// __webpack_public_path__\n/******/ \t__webpack_require__.p = \"\";\n/******/\n/******/ \t// Load entry module and return exports\n/******/ \treturn __webpack_require__(__webpack_require__.s = 2);\n/******/ })\n/************************************************************************/\n/******/ ([\n/* 0 */\n/***/ (function(module, exports, __webpack_require__) {\n\n\"use strict\";\n\n\nexports.__esModule = true;\n\nvar _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; };\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * Copyright (c) 2015 NAVER Corp.\n * egjs projects are licensed under the MIT license\n */\n\n/**\n * A class used to manage events in a component\n * @ko 컴포넌트의 이벤트을 관리할 수 있게 하는 클래스\n * @alias eg.Component\n */\nvar Component = function () {\n\t/**\n * @support {\"ie\": \"7+\", \"ch\" : \"latest\", \"ff\" : \"latest\", \"sf\" : \"latest\", \"edge\" : \"latest\", \"ios\" : \"7+\", \"an\" : \"2.1+ (except 3.x)\"}\n */\n\tfunction Component() {\n\t\t_classCallCheck(this, Component);\n\n\t\tthis._eventHandler = {};\n\t\tthis.options = {};\n\t}\n\t/**\n * Triggers a custom event.\n * @ko 커스텀 이벤트를 발생시킨다\n * @param {String} eventName The name of the custom event to be triggered 발생할 커스텀 이벤트의 이름\n * @param {Object} customEvent Event data to be sent when triggering a custom event 커스텀 이벤트가 발생할 때 전달할 데이터\n * @return {Boolean} Indicates whether the event has occurred. If the stop() method is called by a custom event handler, it will return false and prevent the event from occurring. Ref 이벤트 발생 여부. 커스텀 이벤트 핸들러에서 stop() 메서드를 호출하면 'false'를 반환하고 이벤트 발생을 중단한다. 참고\n * @example\n class Some extends eg.Component {\n some(){\n \tif(this.trigger(\"beforeHi\")){ // When event call to stop return false.\n \tthis.trigger(\"hi\");// fire hi event.\n \t}\n }\n }\n const some = new Some();\n some.on(\"beforeHi\", (e) => {\n if(condition){\n \te.stop(); // When event call to stop, `hi` event not call.\n }\n });\n some.on(\"hi\", (e) => {\n // `currentTarget` is component instance.\n console.log(some === e.currentTarget); // true\n });\n // If you want to more know event design. You can see article.\n // https://github.com/naver/egjs-component/wiki/How-to-make-Component-event-design%3F\n */\n\n\n\tComponent.prototype.trigger = function trigger(eventName) {\n\t\tvar customEvent = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n\t\tvar handlerList = this._eventHandler[eventName] || [];\n\t\tvar hasHandlerList = handlerList.length > 0;\n\n\t\tif (!hasHandlerList) {\n\t\t\treturn true;\n\t\t}\n\n\t\t// If detach method call in handler in first time then handler list calls.\n\t\thandlerList = handlerList.concat();\n\n\t\tcustomEvent.eventType = eventName;\n\n\t\tvar isCanceled = false;\n\t\tvar arg = [customEvent];\n\t\tvar i = 0;\n\n\t\tcustomEvent.stop = function () {\n\t\t\tisCanceled = true;\n\t\t};\n\t\tcustomEvent.currentTarget = this;\n\n\t\tfor (var _len = arguments.length, restParam = Array(_len > 2 ? _len - 2 : 0), _key = 2; _key < _len; _key++) {\n\t\t\trestParam[_key - 2] = arguments[_key];\n\t\t}\n\n\t\tif (restParam.length >= 1) {\n\t\t\targ = arg.concat(restParam);\n\t\t}\n\n\t\tfor (i = 0; handlerList[i]; i++) {\n\t\t\thandlerList[i].apply(this, arg);\n\t\t}\n\n\t\treturn !isCanceled;\n\t};\n\t/**\n * Executed event just one time.\n * @ko 이벤트가 한번만 실행된다.\n * @param {eventName} eventName The name of the event to be attached 등록할 이벤트의 이름\n * @param {Function} handlerToAttach The handler function of the event to be attached 등록할 이벤트의 핸들러 함수\n * @return {eg.Component} An instance of a component itself컴포넌트 자신의 인스턴스\n * @example\n class Some extends eg.Component {\n hi() {\n alert(\"hi\");\n }\n thing() {\n this.once(\"hi\", this.hi);\n }\n }\n var some = new Some();\n some.thing();\n some.trigger(\"hi\");\n // fire alert(\"hi\");\n some.trigger(\"hi\");\n // Nothing happens\n */\n\n\n\tComponent.prototype.once = function once(eventName, handlerToAttach) {\n\t\tif ((typeof eventName === \"undefined\" ? \"undefined\" : _typeof(eventName)) === \"object\" && typeof handlerToAttach === \"undefined\") {\n\t\t\tvar eventHash = eventName;\n\t\t\tvar i = void 0;\n\n\t\t\tfor (i in eventHash) {\n\t\t\t\tthis.once(i, eventHash[i]);\n\t\t\t}\n\t\t\treturn this;\n\t\t} else if (typeof eventName === \"string\" && typeof handlerToAttach === \"function\") {\n\t\t\tvar self = this;\n\n\t\t\tthis.on(eventName, function listener() {\n\t\t\t\tfor (var _len2 = arguments.length, arg = Array(_len2), _key2 = 0; _key2 < _len2; _key2++) {\n\t\t\t\t\targ[_key2] = arguments[_key2];\n\t\t\t\t}\n\n\t\t\t\thandlerToAttach.apply(self, arg);\n\t\t\t\tself.off(eventName, listener);\n\t\t\t});\n\t\t}\n\n\t\treturn this;\n\t};\n\n\t/**\n * Checks whether an event has been attached to a component.\n * @ko 컴포넌트에 이벤트가 등록됐는지 확인한다.\n * @param {String} eventName The name of the event to be attached 등록 여부를 확인할 이벤트의 이름\n * @return {Boolean} Indicates whether the event is attached. 이벤트 등록 여부\n * @example\n class Some extends eg.Component {\n some() {\n this.hasOn(\"hi\");// check hi event.\n }\n }\n */\n\n\n\tComponent.prototype.hasOn = function hasOn(eventName) {\n\t\treturn !!this._eventHandler[eventName];\n\t};\n\n\t/**\n * Attaches an event to a component.\n * @ko 컴포넌트에 이벤트를 등록한다.\n * @param {eventName} eventName The name of the event to be attached 등록할 이벤트의 이름\n * @param {Function} handlerToAttach The handler function of the event to be attached 등록할 이벤트의 핸들러 함수\n * @return {eg.Component} An instance of a component itself컴포넌트 자신의 인스턴스\n * @example\n class Some extends eg.Component {\n hi() {\n console.log(\"hi\");\n }\n some() {\n this.on(\"hi\",this.hi); //attach event\n }\n }\n */\n\n\n\tComponent.prototype.on = function on(eventName, handlerToAttach) {\n\t\tif ((typeof eventName === \"undefined\" ? \"undefined\" : _typeof(eventName)) === \"object\" && typeof handlerToAttach === \"undefined\") {\n\t\t\tvar eventHash = eventName;\n\t\t\tvar name = void 0;\n\n\t\t\tfor (name in eventHash) {\n\t\t\t\tthis.on(name, eventHash[name]);\n\t\t\t}\n\t\t\treturn this;\n\t\t} else if (typeof eventName === \"string\" && typeof handlerToAttach === \"function\") {\n\t\t\tvar handlerList = this._eventHandler[eventName];\n\n\t\t\tif (typeof handlerList === \"undefined\") {\n\t\t\t\tthis._eventHandler[eventName] = [];\n\t\t\t\thandlerList = this._eventHandler[eventName];\n\t\t\t}\n\n\t\t\thandlerList.push(handlerToAttach);\n\t\t}\n\n\t\treturn this;\n\t};\n\t/**\n * Detaches an event from the component.\n * @ko 컴포넌트에 등록된 이벤트를 해제한다\n * @param {eventName} eventName The name of the event to be detached 해제할 이벤트의 이름\n * @param {Function} handlerToDetach The handler function of the event to be detached 해제할 이벤트의 핸들러 함수\n * @return {eg.Component} An instance of a component itself 컴포넌트 자신의 인스턴스\n * @example\n class Some extends eg.Component {\n hi() {\n console.log(\"hi\");\n }\n some() {\n this.off(\"hi\",this.hi); //detach event\n }\n }\n */\n\n\n\tComponent.prototype.off = function off(eventName, handlerToDetach) {\n\t\t// All event detach.\n\t\tif (typeof eventName === \"undefined\") {\n\t\t\tthis._eventHandler = {};\n\t\t\treturn this;\n\t\t}\n\n\t\t// All handler of specific event detach.\n\t\tif (typeof handlerToDetach === \"undefined\") {\n\t\t\tif (typeof eventName === \"string\") {\n\t\t\t\tthis._eventHandler[eventName] = undefined;\n\t\t\t\treturn this;\n\t\t\t} else {\n\t\t\t\tvar eventHash = eventName;\n\t\t\t\tvar name = void 0;\n\n\t\t\t\tfor (name in eventHash) {\n\t\t\t\t\tthis.off(name, eventHash[name]);\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t}\n\t\t}\n\n\t\t// The handler of specific event detach.\n\t\tvar handlerList = this._eventHandler[eventName];\n\n\t\tif (handlerList) {\n\t\t\tvar k = void 0;\n\t\t\tvar handlerFunction = void 0;\n\n\t\t\tfor (k = 0; (handlerFunction = handlerList[k]) !== undefined; k++) {\n\t\t\t\tif (handlerFunction === handlerToDetach) {\n\t\t\t\t\thandlerList = handlerList.splice(k, 1);\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn this;\n\t};\n\n\treturn Component;\n}();\n\nexports[\"default\"] = Component;\nmodule.exports = exports[\"default\"];\n\n/***/ }),\n/* 1 */,\n/* 2 */\n/***/ (function(module, exports, __webpack_require__) {\n\n\"use strict\";\n\n\nexports.__esModule = true;\n\nvar _Component = __webpack_require__(0);\n\nvar _Component2 = _interopRequireDefault(_Component);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { \"default\": obj }; }\n\n_Component2[\"default\"].VERSION = \"2.1.1\";\n\nexports[\"default\"] = _Component2[\"default\"];\nmodule.exports = exports[\"default\"];\n\n/***/ })\n/******/ ]);\n});\n//# sourceMappingURL=component.module.js.map\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./node_modules/@egjs/component/dist/component.module.js\n// module id = 8\n// module chunks = 0 1","\"use strict\";\r\nvar __assign = (this && this.__assign) || Object.assign || function(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))\r\n t[p] = s[p];\r\n }\r\n return t;\r\n};\r\nvar __importDefault = (this && this.__importDefault) || function (mod) {\r\n return (mod && mod.__esModule) ? mod : { \"default\": mod };\r\n};\r\nexports.__esModule = true;\r\nvar Coordinate_1 = __importDefault(require(\"./Coordinate\"));\r\nvar AxisManager_1 = require(\"./AxisManager\");\r\nvar utils_1 = require(\"./utils\");\r\nvar AnimationManager = /** @class */ (function () {\r\n function AnimationManager(_a) {\r\n var options = _a.options, itm = _a.itm, em = _a.em, axm = _a.axm;\r\n this.options = options;\r\n this.itm = itm;\r\n this.em = em;\r\n this.axm = axm;\r\n this.animationEnd = this.animationEnd.bind(this);\r\n }\r\n AnimationManager.getDuration = function (duration, min, max) {\r\n return Math.max(Math.min(duration, max), min);\r\n };\r\n AnimationManager.prototype.getDuration = function (depaPos, destPos, wishDuration) {\r\n var _this = this;\r\n var duration;\r\n if (typeof wishDuration !== \"undefined\") {\r\n duration = wishDuration;\r\n }\r\n else {\r\n var durations_1 = this.axm.map(destPos, function (v, k) { return Coordinate_1[\"default\"].getDuration(Math.abs(Math.abs(v) - Math.abs(depaPos[k])), _this.options.deceleration); });\r\n duration = Object.keys(durations_1).reduce(function (max, v) { return Math.max(max, durations_1[v]); }, -Infinity);\r\n }\r\n return AnimationManager.getDuration(duration, this.options.minimumDuration, this.options.maximumDuration);\r\n };\r\n AnimationManager.prototype.createAnimationParam = function (pos, duration, option) {\r\n var depaPos = this.axm.get();\r\n var destPos = pos;\r\n var inputEvent = option && option.event || null;\r\n return {\r\n depaPos: depaPos,\r\n destPos: destPos,\r\n duration: AnimationManager.getDuration(duration, this.options.minimumDuration, this.options.maximumDuration),\r\n delta: this.axm.getDelta(depaPos, destPos),\r\n inputEvent: inputEvent,\r\n input: option && option.input || null,\r\n isTrusted: !!inputEvent,\r\n done: this.animationEnd\r\n };\r\n };\r\n AnimationManager.prototype.grab = function (axes, option) {\r\n if (this._animateParam && axes.length) {\r\n var orgPos_1 = this.axm.get(axes);\r\n var pos = this.axm.map(orgPos_1, function (v, k, opt) { return Coordinate_1[\"default\"].getCirculatedPos(v, opt.range, opt.circular); });\r\n if (!this.axm.every(pos, function (v, k) { return orgPos_1[k] === v; })) {\r\n this.em.triggerChange(pos, option, !!option);\r\n }\r\n this._animateParam = null;\r\n this._raf && utils_1.cancelAnimationFrame(this._raf);\r\n this._raf = null;\r\n this.em.triggerAnimationEnd(!!(option && option.event));\r\n }\r\n };\r\n AnimationManager.prototype.getEventInfo = function () {\r\n if (this._animateParam && this._animateParam.input && this._animateParam.inputEvent) {\r\n return {\r\n input: this._animateParam.input,\r\n event: this._animateParam.inputEvent\r\n };\r\n }\r\n else {\r\n return null;\r\n }\r\n };\r\n AnimationManager.prototype.restore = function (option) {\r\n var pos = this.axm.get();\r\n var destPos = this.axm.map(pos, function (v, k, opt) { return Math.min(opt.range[1], Math.max(opt.range[0], v)); });\r\n this.animateTo(destPos, this.getDuration(pos, destPos), option);\r\n };\r\n AnimationManager.prototype.animationEnd = function () {\r\n var beforeParam = this.getEventInfo();\r\n this._animateParam = null;\r\n // for Circular\r\n var circularTargets = this.axm.filter(this.axm.get(), function (v, k, opt) { return Coordinate_1[\"default\"].isCircularable(v, opt.range, opt.circular); });\r\n Object.keys(circularTargets).length > 0 && this.setTo(this.axm.map(circularTargets, function (v, k, opt) { return Coordinate_1[\"default\"].getCirculatedPos(v, opt.range, opt.circular); }));\r\n this.itm.setInterrupt(false);\r\n this.em.triggerAnimationEnd(!!beforeParam);\r\n if (this.axm.isOutside()) {\r\n this.restore(beforeParam);\r\n }\r\n else {\r\n this.em.triggerFinish(!!beforeParam);\r\n }\r\n };\r\n AnimationManager.prototype.animateLoop = function (param, complete) {\r\n this._animateParam = __assign({}, param);\r\n this._animateParam.startTime = new Date().getTime();\r\n if (param.duration) {\r\n var info_1 = this._animateParam;\r\n var self_1 = this;\r\n (function loop() {\r\n self_1._raf = null;\r\n if (self_1.frame(info_1) >= 1) {\r\n if (!AxisManager_1.AxisManager.equal(param.destPos, self_1.axm.get(Object.keys(param.destPos)))) {\r\n self_1.em.triggerChange(param.destPos);\r\n }\r\n complete();\r\n return;\r\n } // animationEnd\r\n self_1._raf = utils_1.requestAnimationFrame(loop);\r\n })();\r\n }\r\n else {\r\n this.em.triggerChange(param.destPos);\r\n complete();\r\n }\r\n };\r\n AnimationManager.prototype.getUserControll = function (param) {\r\n var userWish = param.setTo();\r\n userWish.destPos = this.axm.get(userWish.destPos);\r\n userWish.duration = AnimationManager.getDuration(userWish.duration, this.options.minimumDuration, this.options.maximumDuration);\r\n return userWish;\r\n };\r\n AnimationManager.prototype.animateTo = function (destPos, duration, option) {\r\n var _this = this;\r\n var param = this.createAnimationParam(destPos, duration, option);\r\n var depaPos = __assign({}, param.depaPos);\r\n var retTrigger = this.em.triggerAnimationStart(param);\r\n // to control\r\n var userWish = this.getUserControll(param);\r\n // You can't stop the 'animationStart' event when 'circular' is true.\r\n if (!retTrigger && this.axm.every(userWish.destPos, function (v, k, opt) { return Coordinate_1[\"default\"].isCircularable(v, opt.range, opt.circular); })) {\r\n console.warn(\"You can't stop the 'animation' event when 'circular' is true.\");\r\n }\r\n if (retTrigger && !AxisManager_1.AxisManager.equal(userWish.destPos, depaPos)) {\r\n var inputEvent = option && option.event || null;\r\n this.animateLoop({\r\n depaPos: depaPos,\r\n destPos: userWish.destPos,\r\n duration: userWish.duration,\r\n delta: this.axm.getDelta(depaPos, userWish.destPos),\r\n isTrusted: !!inputEvent,\r\n inputEvent: inputEvent,\r\n input: option && option.input || null\r\n }, function () { return _this.animationEnd(); });\r\n }\r\n };\r\n // animation frame (0~1)\r\n AnimationManager.prototype.frame = function (param) {\r\n var curTime = new Date().getTime() - param.startTime;\r\n var easingPer = this.easing(curTime / param.duration);\r\n var toPos = param.depaPos;\r\n toPos = this.axm.map(toPos, function (v, k, opt) {\r\n v += param.delta[k] * easingPer;\r\n return Coordinate_1[\"default\"].getCirculatedPos(v, opt.range, opt.circular);\r\n });\r\n this.em.triggerChange(toPos);\r\n return easingPer;\r\n };\r\n AnimationManager.prototype.easing = function (p) {\r\n return p > 1 ? 1 : this.options.easing(p);\r\n };\r\n AnimationManager.prototype.setTo = function (pos, duration) {\r\n if (duration === void 0) { duration = 0; }\r\n var axes = Object.keys(pos);\r\n this.grab(axes);\r\n var orgPos = this.axm.get(axes);\r\n if (AxisManager_1.AxisManager.equal(pos, orgPos)) {\r\n return this;\r\n }\r\n this.itm.setInterrupt(true);\r\n var movedPos = this.axm.filter(pos, function (v, k) { return orgPos[k] !== v; });\r\n if (!Object.keys(movedPos).length) {\r\n return this;\r\n }\r\n movedPos = this.axm.map(movedPos, function (v, k, opt) {\r\n if (opt.circular && (opt.circular[0] || opt.circular[1])) {\r\n return duration > 0 ? v : Coordinate_1[\"default\"].getCirculatedPos(v, opt.range, opt.circular);\r\n }\r\n else {\r\n return Coordinate_1[\"default\"].getInsidePosition(v, opt.range, opt.circular);\r\n }\r\n });\r\n if (AxisManager_1.AxisManager.equal(movedPos, orgPos)) {\r\n return this;\r\n }\r\n if (duration > 0) {\r\n this.animateTo(movedPos, duration);\r\n }\r\n else {\r\n this.em.triggerChange(movedPos);\r\n this.itm.setInterrupt(false);\r\n }\r\n return this;\r\n };\r\n AnimationManager.prototype.setBy = function (pos, duration) {\r\n if (duration === void 0) { duration = 0; }\r\n return this.setTo(this.axm.map(this.axm.get(Object.keys(pos)), function (v, k) { return v + pos[k]; }), duration);\r\n };\r\n return AnimationManager;\r\n}());\r\nexports.AnimationManager = AnimationManager;\r\n;\r\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/AnimationManager.ts\n// module id = 9\n// module chunks = 0 1","\"use strict\";\r\nvar __assign = (this && this.__assign) || Object.assign || function(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))\r\n t[p] = s[p];\r\n }\r\n return t;\r\n};\r\nexports.__esModule = true;\r\nvar EventManager = /** @class */ (function () {\r\n function EventManager(axes) {\r\n this.axes = axes;\r\n }\r\n /**\r\n * This event is fired when a user holds an element on the screen of the device.\r\n * @ko 사용자가 기기의 화면에 손을 대고 있을 때 발생하는 이벤트\r\n * @name eg.Axes#hold\r\n * @event\r\n * @type {object} The object of data to be sent when the event is fired이벤트가 발생할 때 전달되는 데이터 객체\r\n * @property {Object.} pos coordinate 좌표 정보\r\n * @property {Object} input The instance of inputType where the event occurred이벤트가 발생한 inputType 인스턴스\r\n * @property {Object} inputEvent The event object received from inputType inputType으로 부터 받은 이벤트 객체\r\n * @property {Boolean} isTrusted Returns true if an event was generated by the user action, or false if it was caused by a script or API call 사용자의 액션에 의해 이벤트가 발생하였으면 true, 스크립트나 API호출에 의해 발생하였을 경우에는 false를 반환한다.\r\n *\r\n * @example\r\n * const axes = new eg.Axes({\r\n * \"x\": {\r\n * range: [0, 100]\r\n * },\r\n * \"zoom\": {\r\n * range: [50, 30]\r\n * }\r\n * }).on(\"hold\", function(event) {\r\n * // event.pos\r\n * // event.input\r\n * // event.inputEvent\r\n * // isTrusted\r\n * });\r\n */\r\n EventManager.prototype.triggerHold = function (pos, option) {\r\n this.axes.trigger(\"hold\", {\r\n pos: pos,\r\n input: option.input || null,\r\n inputEvent: option.event || null,\r\n isTrusted: true\r\n });\r\n };\r\n /** Specifies the coordinates to move after the 'change' event. It works when the holding value of the change event is true.\r\n * @ko 'change' 이벤트 이후 이동할 좌표를 지정한다. change이벤트의 holding 값이 true일 경우에 동작한다\r\n * @name set\r\n * @function\r\n * @param {Object.} pos The coordinate to move to 이동할 좌표\r\n * @example\r\n * const axes = new eg.Axes({\r\n * \"x\": {\r\n * range: [0, 100]\r\n * },\r\n * \"zoom\": {\r\n * range: [50, 30]\r\n * }\r\n * }).on(\"change\", function(event) {\r\n * event.holding && event.set({x: 10});\r\n * });\r\n */\r\n /** Specifies the animation coordinates to move after the 'release' or 'animationStart' events.\r\n * @ko 'release' 또는 'animationStart' 이벤트 이후 이동할 좌표를 지정한다.\r\n * @name setTo\r\n * @function\r\n * @param {Object.} pos The coordinate to move to 이동할 좌표\r\n * @param {Number} [duration] Duration of the animation (unit: ms) 애니메이션 진행 시간(단위: ms)\r\n * @example\r\n * const axes = new eg.Axes({\r\n * \"x\": {\r\n * range: [0, 100]\r\n * },\r\n * \"zoom\": {\r\n * range: [50, 30]\r\n * }\r\n * }).on(\"animationStart\", function(event) {\r\n * event.setTo({x: 10}, 2000);\r\n * });\r\n */\r\n /**\r\n * This event is fired when a user release an element on the screen of the device.\r\n * @ko 사용자가 기기의 화면에서 손을 뗐을 때 발생하는 이벤트\r\n * @name eg.Axes#release\r\n * @event\r\n * @type {object} The object of data to be sent when the event is fired이벤트가 발생할 때 전달되는 데이터 객체\r\n * @property {Object.} depaPos The coordinates when releasing an element손을 뗐을 때의 좌표 \r\n * @property {Object.} destPos The coordinates to move to after releasing an element손을 뗀 뒤에 이동할 좌표\r\n * @property {Object.} delta The movement variation of coordinate 좌표의 변화량\r\n * @property {Object} inputEvent The event object received from inputType inputType으로 부터 받은 이벤트 객체\r\n * @property {Object} input The instance of inputType where the event occurred이벤트가 발생한 inputType 인스턴스\r\n * @property {setTo} setTo Specifies the animation coordinates to move after the event 이벤트 이후 이동할 애니메이션 좌표를 지정한다\r\n * @property {Boolean} isTrusted Returns true if an event was generated by the user action, or false if it was caused by a script or API call 사용자의 액션에 의해 이벤트가 발생하였으면 true, 스크립트나 API호출에 의해 발생하였을 경우에는 false를 반환한다.\r\n *\r\n * @example\r\n * const axes = new eg.Axes({\r\n * \"x\": {\r\n * range: [0, 100]\r\n * },\r\n * \"zoom\": {\r\n * range: [50, 30]\r\n * }\r\n * }).on(\"release\", function(event) {\r\n * // event.depaPos\r\n * // event.destPos\r\n * // event.delta\r\n * // event.input\r\n * // event.inputEvent\r\n * // event.setTo\r\n * // event.isTrusted\r\n *\r\n * // if you want to change the animation coordinates to move after the 'release' event.\r\n * event.setTo({x: 10}, 2000);\r\n * });\r\n */\r\n EventManager.prototype.triggerRelease = function (param) {\r\n param.setTo = this.createUserControll(param.destPos, param.duration);\r\n this.axes.trigger(\"release\", param);\r\n };\r\n /**\r\n * This event is fired when coordinate changes.\r\n * @ko 좌표가 변경됐을 때 발생하는 이벤트\r\n * @name eg.Axes#change\r\n * @event\r\n * @type {object} The object of data to be sent when the event is fired 이벤트가 발생할 때 전달되는 데이터 객체\r\n * @property {Object.} pos The coordinate 좌표\r\n * @property {Object.} delta The movement variation of coordinate 좌표의 변화량\r\n * @property {Boolean} holding Indicates whether a user holds an element on the screen of the device.사용자가 기기의 화면을 누르고 있는지 여부\r\n * @property {Object} input The instance of inputType where the event occurred. If the value is changed by animation, it returns 'null'.이벤트가 발생한 inputType 인스턴스. 애니메이션에 의해 값이 변경될 경우에는 'null'을 반환한다.\r\n * @property {Object} inputEvent The event object received from inputType. If the value is changed by animation, it returns 'null'.inputType으로 부터 받은 이벤트 객체. 애니메이션에 의해 값이 변경될 경우에는 'null'을 반환한다.\r\n * @property {set} set Specifies the coordinates to move after the event. It works when the holding value is true 이벤트 이후 이동할 좌표를 지정한다. holding 값이 true일 경우에 동작한다.\r\n * @property {Boolean} isTrusted Returns true if an event was generated by the user action, or false if it was caused by a script or API call 사용자의 액션에 의해 이벤트가 발생하였으면 true, 스크립트나 API호출에 의해 발생하였을 경우에는 false를 반환한다.\r\n *\r\n * @example\r\n * const axes = new eg.Axes({\r\n * \"x\": {\r\n * range: [0, 100]\r\n * },\r\n * \"zoom\": {\r\n * range: [50, 30]\r\n * }\r\n * }).on(\"change\", function(event) {\r\n * // event.pos\r\n * // event.delta\r\n * // event.input\r\n * // event.inputEvent\r\n * // event.holding\r\n * // event.set\r\n * // event.isTrusted\r\n *\r\n * // if you want to change the coordinates to move after the 'change' event.\r\n * // it works when the holding value of the change event is true.\r\n * event.holding && event.set({x: 10});\r\n * });\r\n */\r\n EventManager.prototype.triggerChange = function (pos, option, holding) {\r\n if (option === void 0) { option = null; }\r\n if (holding === void 0) { holding = false; }\r\n var eventInfo = this.am.getEventInfo();\r\n var moveTo = this.am.axm.moveTo(pos);\r\n var inputEvent = option && option.event || eventInfo && eventInfo.event || null;\r\n var param = {\r\n pos: moveTo.pos,\r\n delta: moveTo.delta,\r\n holding: holding,\r\n inputEvent: inputEvent,\r\n isTrusted: !!inputEvent,\r\n input: option && option.input || eventInfo && eventInfo.input || null,\r\n set: inputEvent ? this.createUserControll(moveTo.pos) : function () { }\r\n };\r\n this.axes.trigger(\"change\", param);\r\n inputEvent && this.am.axm.set(param.set()[\"destPos\"]);\r\n };\r\n /**\r\n * This event is fired when animation starts.\r\n * @ko 에니메이션이 시작할 때 발생한다.\r\n * @name eg.Axes#animationStart\r\n * @event\r\n * @type {object} The object of data to be sent when the event is fired이벤트가 발생할 때 전달되는 데이터 객체\r\n * @property {Object.} depaPos The coordinates when animation starts애니메이션이 시작 되었을 때의 좌표 \r\n * @property {Object.} destPos The coordinates to move to. If you change this value, you can run the animation이동할 좌표. 이값을 변경하여 애니메이션을 동작시킬수 있다\r\n * @property {Object.} delta The movement variation of coordinate 좌표의 변화량\r\n * @property {Number} duration Duration of the animation (unit: ms). If you change this value, you can control the animation duration time.애니메이션 진행 시간(단위: ms). 이값을 변경하여 애니메이션의 이동시간을 조절할 수 있다.\r\n * @property {Object} input The instance of inputType where the event occurred. If the value is changed by animation, it returns 'null'.이벤트가 발생한 inputType 인스턴스. 애니메이션에 의해 값이 변경될 경우에는 'null'을 반환한다.\r\n * @property {Object} inputEvent The event object received from inputType inputType으로 부터 받은 이벤트 객체\r\n * @property {setTo} setTo Specifies the animation coordinates to move after the event 이벤트 이후 이동할 애니메이션 좌표를 지정한다\r\n * @property {Boolean} isTrusted Returns true if an event was generated by the user action, or false if it was caused by a script or API call 사용자의 액션에 의해 이벤트가 발생하였으면 true, 스크립트나 API호출에 의해 발생하였을 경우에는 false를 반환한다.\r\n *\r\n * @example\r\n * const axes = new eg.Axes({\r\n * \"x\": {\r\n * range: [0, 100]\r\n * },\r\n * \"zoom\": {\r\n * range: [50, 30]\r\n * }\r\n * }).on(\"release\", function(event) {\r\n * // event.depaPos\r\n * // event.destPos\r\n * // event.delta\r\n * // event.input\r\n * // event.inputEvent\r\n * // event.setTo\r\n * // event.isTrusted\r\n *\r\n * // if you want to change the animation coordinates to move after the 'animationStart' event.\r\n * event.setTo({x: 10}, 2000);\r\n * });\r\n */\r\n EventManager.prototype.triggerAnimationStart = function (param) {\r\n param.setTo = this.createUserControll(param.destPos, param.duration);\r\n return this.axes.trigger(\"animationStart\", param);\r\n };\r\n /**\r\n * This event is fired when animation ends.\r\n * @ko 에니메이션이 끝났을 때 발생한다.\r\n * @name eg.Axes#animationEnd\r\n * @event\r\n * @type {object} The object of data to be sent when the event is fired이벤트가 발생할 때 전달되는 데이터 객체\r\n * @property {Boolean} isTrusted Returns true if an event was generated by the user action, or false if it was caused by a script or API call 사용자의 액션에 의해 이벤트가 발생하였으면 true, 스크립트나 API호출에 의해 발생하였을 경우에는 false를 반환한다.\r\n *\r\n * @example\r\n * const axes = new eg.Axes({\r\n * \"x\": {\r\n * range: [0, 100]\r\n * },\r\n * \"zoom\": {\r\n * range: [50, 30]\r\n * }\r\n * }).on(\"animationEnd\", function(event) {\r\n * // event.isTrusted\r\n * });\r\n */\r\n EventManager.prototype.triggerAnimationEnd = function (isTrusted) {\r\n if (isTrusted === void 0) { isTrusted = false; }\r\n this.axes.trigger(\"animationEnd\", {\r\n isTrusted: isTrusted\r\n });\r\n };\r\n /**\r\n * This event is fired when all actions have been completed.\r\n * @ko 에니메이션이 끝났을 때 발생한다.\r\n * @name eg.Axes#finish\r\n * @event\r\n * @type {object} The object of data to be sent when the event is fired이벤트가 발생할 때 전달되는 데이터 객체\r\n * @property {Boolean} isTrusted Returns true if an event was generated by the user action, or false if it was caused by a script or API call 사용자의 액션에 의해 이벤트가 발생하였으면 true, 스크립트나 API호출에 의해 발생하였을 경우에는 false를 반환한다.\r\n *\r\n * @example\r\n * const axes = new eg.Axes({\r\n * \"x\": {\r\n * range: [0, 100]\r\n * },\r\n * \"zoom\": {\r\n * range: [50, 30]\r\n * }\r\n * }).on(\"finish\", function(event) {\r\n * // event.isTrusted\r\n * });\r\n */\r\n EventManager.prototype.triggerFinish = function (isTrusted) {\r\n if (isTrusted === void 0) { isTrusted = false; }\r\n this.axes.trigger(\"finish\", {\r\n isTrusted: isTrusted\r\n });\r\n };\r\n EventManager.prototype.createUserControll = function (pos, duration) {\r\n if (duration === void 0) { duration = 0; }\r\n // to controll\r\n var userControl = {\r\n destPos: __assign({}, pos),\r\n duration: duration\r\n };\r\n return function (toPos, userDuration) {\r\n toPos && (userControl.destPos = __assign({}, toPos));\r\n (userDuration !== undefined) && (userControl.duration = userDuration);\r\n return userControl;\r\n };\r\n };\r\n EventManager.prototype.setAnimationManager = function (am) {\r\n this.am = am;\r\n };\r\n EventManager.prototype.destroy = function () {\r\n this.axes.off();\r\n };\r\n return EventManager;\r\n}());\r\nexports.EventManager = EventManager;\r\n;\r\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/EventManager.ts\n// module id = 10\n// module chunks = 0 1","\"use strict\";\r\nexports.__esModule = true;\r\nvar InterruptManager = /** @class */ (function () {\r\n function InterruptManager(options) {\r\n this.options = options;\r\n this._prevented = false; // check whether the animation event was prevented\r\n }\r\n InterruptManager.prototype.isInterrupting = function () {\r\n // when interruptable is 'true', return value is always 'true'.\r\n return this.options.interruptable || this._prevented;\r\n };\r\n InterruptManager.prototype.isInterrupted = function () {\r\n return !this.options.interruptable && this._prevented;\r\n };\r\n InterruptManager.prototype.setInterrupt = function (prevented) {\r\n !this.options.interruptable && (this._prevented = prevented);\r\n };\r\n return InterruptManager;\r\n}());\r\nexports.InterruptManager = InterruptManager;\r\n;\r\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/InterruptManager.ts\n// module id = 11\n// module chunks = 0 1","\"use strict\";\r\nvar __assign = (this && this.__assign) || Object.assign || function(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))\r\n t[p] = s[p];\r\n }\r\n return t;\r\n};\r\nvar __importDefault = (this && this.__importDefault) || function (mod) {\r\n return (mod && mod.__esModule) ? mod : { \"default\": mod };\r\n};\r\nexports.__esModule = true;\r\nvar AxisManager_1 = require(\"./AxisManager\");\r\nvar Coordinate_1 = __importDefault(require(\"./Coordinate\"));\r\nvar InputObserver = /** @class */ (function () {\r\n function InputObserver(_a) {\r\n var options = _a.options, itm = _a.itm, em = _a.em, axm = _a.axm, am = _a.am;\r\n this.isOutside = false;\r\n this.moveDistance = null;\r\n this.options = options;\r\n this.itm = itm;\r\n this.em = em;\r\n this.axm = axm;\r\n this.am = am;\r\n }\r\n // when move pointer is held in outside\r\n InputObserver.prototype.atOutside = function (pos) {\r\n var _this = this;\r\n if (this.isOutside) {\r\n return this.axm.map(pos, function (v, k, opt) {\r\n var tn = opt.range[0] - opt.bounce[0];\r\n var tx = opt.range[1] + opt.bounce[1];\r\n return v > tx ? tx : (v < tn ? tn : v);\r\n });\r\n }\r\n else {\r\n // when start pointer is held in inside\r\n // get a initialization slope value to prevent smooth animation.\r\n var initSlope_1 = this.am.easing(0.00001) / 0.00001;\r\n return this.axm.map(pos, function (v, k, opt) {\r\n var min = opt.range[0];\r\n var max = opt.range[1];\r\n var out = opt.bounce;\r\n if (v < min) { // left\r\n return min - _this.am.easing((min - v) / (out[0] * initSlope_1)) * out[0];\r\n }\r\n else if (v > max) { // right\r\n return max + _this.am.easing((v - max) / (out[1] * initSlope_1)) * out[1];\r\n }\r\n return v;\r\n });\r\n }\r\n };\r\n InputObserver.prototype.get = function (input) {\r\n return this.axm.get(input.axes);\r\n };\r\n InputObserver.prototype.hold = function (input, event) {\r\n if (this.itm.isInterrupted() || !input.axes.length) {\r\n return;\r\n }\r\n var changeOption = {\r\n input: input,\r\n event: event\r\n };\r\n this.itm.setInterrupt(true);\r\n this.am.grab(input.axes, changeOption);\r\n !this.moveDistance && this.em.triggerHold(this.axm.get(), changeOption);\r\n this.isOutside = this.axm.isOutside(input.axes);\r\n this.moveDistance = this.axm.get(input.axes);\r\n };\r\n InputObserver.prototype.change = function (input, event, offset) {\r\n if (!this.itm.isInterrupting() || this.axm.every(offset, function (v) { return v === 0; })) {\r\n return;\r\n }\r\n var depaPos = this.axm.get(input.axes);\r\n var destPos;\r\n // for outside logic\r\n destPos = this.axm.map(this.moveDistance || depaPos, function (v, k) { return v + (offset[k] || 0); });\r\n this.moveDistance && (this.moveDistance = destPos);\r\n destPos = this.axm.map(destPos, function (v, k, opt) { return Coordinate_1[\"default\"].getCirculatedPos(v, opt.range, opt.circular); });\r\n // from outside to inside\r\n if (this.isOutside &&\r\n this.axm.every(depaPos, function (v, k, opt) { return !Coordinate_1[\"default\"].isOutside(v, opt.range); })) {\r\n this.isOutside = false;\r\n }\r\n destPos = this.atOutside(destPos);\r\n this.em.triggerChange(destPos, {\r\n input: input,\r\n event: event\r\n }, true);\r\n };\r\n InputObserver.prototype.release = function (input, event, offset, inputDuration) {\r\n if (!this.itm.isInterrupting()) {\r\n return;\r\n }\r\n if (!this.moveDistance) {\r\n return;\r\n }\r\n var pos = this.axm.get(input.axes);\r\n var depaPos = this.axm.get();\r\n var destPos = this.axm.get(this.axm.map(offset, function (v, k, opt) {\r\n if (opt.circular && (opt.circular[0] || opt.circular[1])) {\r\n return pos[k] + v;\r\n }\r\n else {\r\n return Coordinate_1[\"default\"].getInsidePosition(pos[k] + v, opt.range, opt.circular, opt.bounce);\r\n }\r\n }));\r\n var duration = this.am.getDuration(destPos, pos, inputDuration);\r\n if (duration === 0) {\r\n destPos = __assign({}, depaPos);\r\n }\r\n // prepare params\r\n var param = {\r\n depaPos: depaPos,\r\n destPos: destPos,\r\n duration: duration,\r\n delta: this.axm.getDelta(depaPos, destPos),\r\n inputEvent: event,\r\n input: input,\r\n isTrusted: true\r\n };\r\n this.em.triggerRelease(param);\r\n this.moveDistance = null;\r\n // to contol\r\n var userWish = this.am.getUserControll(param);\r\n var isEqual = AxisManager_1.AxisManager.equal(userWish.destPos, depaPos);\r\n var changeOption = {\r\n input: input,\r\n event: event\r\n };\r\n if (isEqual || userWish.duration === 0) {\r\n !isEqual && this.em.triggerChange(userWish.destPos, changeOption, true);\r\n this.itm.setInterrupt(false);\r\n if (this.axm.isOutside()) {\r\n this.am.restore(changeOption);\r\n }\r\n else {\r\n this.em.triggerFinish(true);\r\n }\r\n }\r\n else {\r\n this.am.animateTo(userWish.destPos, userWish.duration, changeOption);\r\n }\r\n };\r\n return InputObserver;\r\n}());\r\nexports.InputObserver = InputObserver;\r\n;\r\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/InputObserver.ts\n// module id = 12\n// module chunks = 0 1","\"use strict\";\r\nvar __assign = (this && this.__assign) || Object.assign || function(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))\r\n t[p] = s[p];\r\n }\r\n return t;\r\n};\r\nvar __importStar = (this && this.__importStar) || function (mod) {\r\n if (mod && mod.__esModule) return mod;\r\n var result = {};\r\n if (mod != null) for (var k in mod) if (Object.hasOwnProperty.call(mod, k)) result[k] = mod[k];\r\n result[\"default\"] = mod;\r\n return result;\r\n};\r\nexports.__esModule = true;\r\nvar Hammer = __importStar(require(\"hammerjs\"));\r\nvar const_1 = require(\"../const\");\r\nvar utils_1 = require(\"../utils\");\r\nvar InputType_1 = require(\"./InputType\");\r\n/**\r\n * @typedef {Object} PanInputOption The option object of the eg.Axes.PanInput module.\r\n * @ko eg.Axes.PanInput 모듈의 옵션 객체\r\n * @property {String[]} [inputType=[\"touch\",\"mouse\", \"pointer\"]] Types of input devices.
- touch: Touch screen
- mouse: Mouse 입력 장치 종류.
- touch: 터치 입력 장치
- mouse: 마우스\r\n * @property {Number[]} [scale] Coordinate scale that a user can move사용자의 동작으로 이동하는 좌표의 배율\r\n * @property {Number} [scale.0=1] horizontal axis scale 수평축 배율\r\n * @property {Number} [scale.1=1] vertical axis scale 수직축 배율\r\n * @property {Number} [thresholdAngle=45] The threshold value that determines whether user action is horizontal or vertical (0~90) 사용자의 동작이 가로 방향인지 세로 방향인지 판단하는 기준 각도(0~90)\r\n * @property {Number} [threshold=0] Minimal pan distance required before recognizing 사용자의 Pan 동작을 인식하기 위해산 최소한의 거리\r\n * @property {Object} [hammerManagerOptions={cssProps: {userSelect: \"none\",touchSelect: \"none\",touchCallout: \"none\",userDrag: \"none\"}] Options of Hammer.Manager Hammer.Manager의 옵션\r\n**/\r\n/**\r\n * @class eg.Axes.PanInput\r\n * @classdesc A module that passes the amount of change to eg.Axes when the mouse or touchscreen is down and moved. use less than two axes.\r\n * @ko 마우스나 터치 스크린을 누르고 움직일때의 변화량을 eg.Axes에 전달하는 모듈. 두개 이하의 축을 사용한다.\r\n *\r\n * @example\r\n * const pan = new eg.Axes.PanInput(\"#area\", {\r\n * \t\tinputType: [\"touch\"],\r\n * \t\tscale: [1, 1.3],\r\n * });\r\n *\r\n * // Connect the 'something2' axis to the mouse or touchscreen x position when the mouse or touchscreen is down and moved.\r\n * // Connect the 'somethingN' axis to the mouse or touchscreen y position when the mouse or touchscreen is down and moved.\r\n * axes.connect([\"something2\", \"somethingN\"], pan); // or axes.connect(\"something2 somethingN\", pan);\r\n *\r\n * // Connect only one 'something1' axis to the mouse or touchscreen x position when the mouse or touchscreen is down and moved.\r\n * axes.connect([\"something1\"], pan); // or axes.connect(\"something1\", pan);\r\n *\r\n * // Connect only one 'something2' axis to the mouse or touchscreen y position when the mouse or touchscreen is down and moved.\r\n * axes.connect([\"\", \"something2\"], pan); // or axes.connect(\" something2\", pan);\r\n *\r\n * @param {HTMLElement|String|jQuery} element An element to use the eg.Axes.PanInput module eg.Axes.PanInput 모듈을 사용할 엘리먼트\r\n * @param {PanInputOption} [options] The option object of the eg.Axes.PanInput moduleeg.Axes.PanInput 모듈의 옵션 객체\r\n */\r\nvar PanInput = /** @class */ (function () {\r\n function PanInput(el, options) {\r\n this.axes = [];\r\n this.hammer = null;\r\n this.element = null;\r\n this.panRecognizer = null;\r\n /**\r\n * Hammer helps you add support for touch gestures to your page\r\n *\r\n * @external Hammer\r\n * @see {@link http://hammerjs.github.io|Hammer.JS}\r\n * @see {@link http://hammerjs.github.io/jsdoc/Hammer.html|Hammer.JS API documents}\r\n * @see Hammer.JS applies specific CSS properties by {@link http://hammerjs.github.io/jsdoc/Hammer.defaults.cssProps.html|default} when creating an instance. The eg.Axes module removes all default CSS properties provided by Hammer.JS\r\n */\r\n if (typeof Hammer === \"undefined\") {\r\n throw new Error(\"The Hammerjs must be loaded before eg.Axes.PanInput.\\nhttp://hammerjs.github.io/\");\r\n }\r\n this.element = utils_1.$(el);\r\n this.options = __assign({\r\n inputType: [\"touch\", \"mouse\", \"pointer\"],\r\n scale: [1, 1],\r\n thresholdAngle: 45,\r\n threshold: 0,\r\n hammerManagerOptions: {\r\n // css properties were removed due to usablility issue\r\n // http://hammerjs.github.io/jsdoc/Hammer.defaults.cssProps.html\r\n cssProps: {\r\n userSelect: \"none\",\r\n touchSelect: \"none\",\r\n touchCallout: \"none\",\r\n userDrag: \"none\"\r\n }\r\n }\r\n }, options);\r\n this.onHammerInput = this.onHammerInput.bind(this);\r\n this.onPanmove = this.onPanmove.bind(this);\r\n this.onPanend = this.onPanend.bind(this);\r\n }\r\n // get user's direction\r\n PanInput.getDirectionByAngle = function (angle, thresholdAngle) {\r\n if (thresholdAngle < 0 || thresholdAngle > 90) {\r\n return const_1.DIRECTION.DIRECTION_NONE;\r\n }\r\n var toAngle = Math.abs(angle);\r\n return toAngle > thresholdAngle && toAngle < 180 - thresholdAngle ?\r\n const_1.DIRECTION.DIRECTION_VERTICAL : const_1.DIRECTION.DIRECTION_HORIZONTAL;\r\n };\r\n PanInput.getNextOffset = function (speeds, deceleration) {\r\n var normalSpeed = Math.sqrt(speeds[0] * speeds[0] + speeds[1] * speeds[1]);\r\n var duration = Math.abs(normalSpeed / -deceleration);\r\n return [\r\n speeds[0] / 2 * duration,\r\n speeds[1] / 2 * duration\r\n ];\r\n };\r\n PanInput.useDirection = function (checkType, direction, userDirection) {\r\n if (userDirection) {\r\n return !!((direction === const_1.DIRECTION.DIRECTION_ALL) ||\r\n ((direction & checkType) && (userDirection & checkType)));\r\n }\r\n else {\r\n return !!(direction & checkType);\r\n }\r\n };\r\n PanInput.prototype.mapAxes = function (axes) {\r\n var useHorizontal = !!axes[0];\r\n var useVertical = !!axes[1];\r\n if (useHorizontal && useVertical) {\r\n this._direction = const_1.DIRECTION.DIRECTION_ALL;\r\n }\r\n else if (useHorizontal) {\r\n this._direction = const_1.DIRECTION.DIRECTION_HORIZONTAL;\r\n }\r\n else if (useVertical) {\r\n this._direction = const_1.DIRECTION.DIRECTION_VERTICAL;\r\n }\r\n else {\r\n this._direction = const_1.DIRECTION.DIRECTION_NONE;\r\n }\r\n this.axes = axes;\r\n };\r\n PanInput.prototype.connect = function (observer) {\r\n var hammerOption = {\r\n direction: this._direction,\r\n threshold: this.options.threshold\r\n };\r\n if (this.hammer) { // for sharing hammer instance.\r\n // hammer remove previous PanRecognizer.\r\n this.removeRecognizer();\r\n this.dettachEvent();\r\n }\r\n else {\r\n var keyValue = this.element[InputType_1.UNIQUEKEY];\r\n if (!keyValue) {\r\n keyValue = String(Math.round(Math.random() * new Date().getTime()));\r\n }\r\n var inputClass = InputType_1.convertInputType(this.options.inputType);\r\n if (!inputClass) {\r\n throw new Error(\"Wrong inputType parameter!\");\r\n }\r\n this.hammer = InputType_1.createHammer(this.element, __assign({\r\n inputClass: inputClass\r\n }, this.options.hammerManagerOptions));\r\n this.element[InputType_1.UNIQUEKEY] = keyValue;\r\n }\r\n this.panRecognizer = new Hammer.Pan(hammerOption);\r\n this.hammer.add(this.panRecognizer);\r\n this.attachEvent(observer);\r\n return this;\r\n };\r\n PanInput.prototype.disconnect = function () {\r\n this.removeRecognizer();\r\n if (this.hammer) {\r\n this.dettachEvent();\r\n }\r\n this._direction = const_1.DIRECTION.DIRECTION_NONE;\r\n return this;\r\n };\r\n /**\r\n * Destroys elements, properties, and events used in a module.\r\n * @ko 모듈에 사용한 엘리먼트와 속성, 이벤트를 해제한다.\r\n * @method eg.Axes.PanInput#destroy\r\n */\r\n PanInput.prototype.destroy = function () {\r\n this.disconnect();\r\n if (this.hammer && this.hammer.recognizers.length === 0) {\r\n this.hammer.destroy();\r\n }\r\n delete this.element[InputType_1.UNIQUEKEY];\r\n this.element = null;\r\n this.hammer = null;\r\n };\r\n /**\r\n * Enables input devices\r\n * @ko 입력 장치를 사용할 수 있게 한다\r\n * @method eg.Axes.PanInput#enable\r\n * @return {eg.Axes.PanInput} An instance of a module itself 모듈 자신의 인스턴스\r\n */\r\n PanInput.prototype.enable = function () {\r\n this.hammer && (this.hammer.get(\"pan\").options.enable = true);\r\n return this;\r\n };\r\n /**\r\n * Disables input devices\r\n * @ko 입력 장치를 사용할 수 없게 한다.\r\n * @method eg.Axes.PanInput#disable\r\n * @return {eg.Axes.PanInput} An instance of a module itself 모듈 자신의 인스턴스\r\n */\r\n PanInput.prototype.disable = function () {\r\n this.hammer && (this.hammer.get(\"pan\").options.enable = false);\r\n return this;\r\n };\r\n /**\r\n * Returns whether to use an input device\r\n * @ko 입력 장치를 사용 여부를 반환한다.\r\n * @method eg.Axes.PanInput#isEnable\r\n * @return {Boolean} Whether to use an input device 입력장치 사용여부\r\n */\r\n PanInput.prototype.isEnable = function () {\r\n return !!(this.hammer && this.hammer.get(\"pan\").options.enable);\r\n };\r\n PanInput.prototype.removeRecognizer = function () {\r\n if (this.hammer && this.panRecognizer) {\r\n this.hammer.remove(this.panRecognizer);\r\n this.panRecognizer = null;\r\n }\r\n };\r\n PanInput.prototype.onHammerInput = function (event) {\r\n if (this.isEnable()) {\r\n if (event.isFirst) {\r\n this.observer.hold(this, event);\r\n }\r\n else if (event.isFinal) {\r\n this.onPanend(event);\r\n }\r\n }\r\n };\r\n PanInput.prototype.onPanmove = function (event) {\r\n var userDirection = PanInput.getDirectionByAngle(event.angle, this.options.thresholdAngle);\r\n // not support offset properties in Hammerjs - start\r\n var prevInput = this.hammer.session.prevInput;\r\n /* eslint-disable no-param-reassign */\r\n if (prevInput) {\r\n event.offsetX = event.deltaX - prevInput.deltaX;\r\n event.offsetY = event.deltaY - prevInput.deltaY;\r\n }\r\n else {\r\n event.offsetX = 0;\r\n event.offsetY = 0;\r\n }\r\n var offset = this.getOffset([event.offsetX, event.offsetY], [\r\n PanInput.useDirection(const_1.DIRECTION.DIRECTION_HORIZONTAL, this._direction, userDirection),\r\n PanInput.useDirection(const_1.DIRECTION.DIRECTION_VERTICAL, this._direction, userDirection)\r\n ]);\r\n var prevent = offset.some(function (v) { return v !== 0; });\r\n if (prevent) {\r\n event.srcEvent.preventDefault();\r\n event.srcEvent.stopPropagation();\r\n }\r\n event.preventSystemEvent = prevent;\r\n prevent && this.observer.change(this, event, InputType_1.toAxis(this.axes, offset));\r\n };\r\n PanInput.prototype.onPanend = function (event) {\r\n var offset = this.getOffset([\r\n Math.abs(event.velocityX) * (event.deltaX < 0 ? -1 : 1),\r\n Math.abs(event.velocityY) * (event.deltaY < 0 ? -1 : 1)\r\n ], [\r\n PanInput.useDirection(const_1.DIRECTION.DIRECTION_HORIZONTAL, this._direction),\r\n PanInput.useDirection(const_1.DIRECTION.DIRECTION_VERTICAL, this._direction)\r\n ]);\r\n offset = PanInput.getNextOffset(offset, this.observer.options.deceleration);\r\n this.observer.release(this, event, InputType_1.toAxis(this.axes, offset));\r\n };\r\n PanInput.prototype.attachEvent = function (observer) {\r\n this.observer = observer;\r\n this.hammer.on(\"hammer.input\", this.onHammerInput)\r\n .on(\"panstart panmove\", this.onPanmove);\r\n };\r\n PanInput.prototype.dettachEvent = function () {\r\n this.hammer.off(\"hammer.input\", this.onHammerInput)\r\n .off(\"panstart panmove\", this.onPanmove);\r\n this.observer = null;\r\n };\r\n PanInput.prototype.getOffset = function (properties, useDirection) {\r\n var offset = [0, 0];\r\n var scale = this.options.scale;\r\n if (useDirection[0]) {\r\n offset[0] = (properties[0] * scale[0]);\r\n }\r\n if (useDirection[1]) {\r\n offset[1] = (properties[1] * scale[1]);\r\n }\r\n return offset;\r\n };\r\n return PanInput;\r\n}());\r\nexports.PanInput = PanInput;\r\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/inputType/PanInput.ts\n// module id = 13\n// module chunks = 0 1","\"use strict\";\r\nvar __assign = (this && this.__assign) || Object.assign || function(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))\r\n t[p] = s[p];\r\n }\r\n return t;\r\n};\r\nvar __importStar = (this && this.__importStar) || function (mod) {\r\n if (mod && mod.__esModule) return mod;\r\n var result = {};\r\n if (mod != null) for (var k in mod) if (Object.hasOwnProperty.call(mod, k)) result[k] = mod[k];\r\n result[\"default\"] = mod;\r\n return result;\r\n};\r\nexports.__esModule = true;\r\nvar Hammer = __importStar(require(\"hammerjs\"));\r\nvar utils_1 = require(\"../utils\");\r\nvar InputType_1 = require(\"./InputType\");\r\n/**\r\n * @typedef {Object} PinchInputOption The option object of the eg.Axes.PinchInput module\r\n * @ko eg.Axes.PinchInput 모듈의 옵션 객체\r\n * @property {Number} [scale=1] Coordinate scale that a user can move사용자의 동작으로 이동하는 좌표의 배율\r\n * @property {Number} [threshold=0] Minimal scale before recognizing 사용자의 Pinch 동작을 인식하기 위해산 최소한의 배율\r\n * @property {Object} [hammerManagerOptions={cssProps: {userSelect: \"none\",touchSelect: \"none\",touchCallout: \"none\",userDrag: \"none\"}] Options of Hammer.Manager Hammer.Manager의 옵션\r\n**/\r\n/**\r\n * @class eg.Axes.PinchInput\r\n * @classdesc A module that passes the amount of change to eg.Axes when two pointers are moving toward (zoom-in) or away from each other (zoom-out). use one axis.\r\n * @ko 2개의 pointer를 이용하여 zoom-in하거나 zoom-out 하는 동작의 변화량을 eg.Axes에 전달하는 모듈. 한 개 의 축을 사용한다.\r\n * @example\r\n * const pinch = new eg.Axes.PinchInput(\"#area\", {\r\n * \t\tscale: 1\r\n * });\r\n *\r\n * // Connect 'something' axis when two pointers are moving toward (zoom-in) or away from each other (zoom-out).\r\n * axes.connect(\"something\", pinch);\r\n *\r\n * @param {HTMLElement|String|jQuery} element An element to use the eg.Axes.PinchInput module eg.Axes.PinchInput 모듈을 사용할 엘리먼트\r\n * @param {PinchInputOption} [options] The option object of the eg.Axes.PinchInput moduleeg.Axes.PinchInput 모듈의 옵션 객체\r\n */\r\nvar PinchInput = /** @class */ (function () {\r\n function PinchInput(el, options) {\r\n this.axes = [];\r\n this.hammer = null;\r\n this.element = null;\r\n this._base = null;\r\n this._prev = null;\r\n this.pinchRecognizer = null;\r\n /**\r\n * Hammer helps you add support for touch gestures to your page\r\n *\r\n * @external Hammer\r\n * @see {@link http://hammerjs.github.io|Hammer.JS}\r\n * @see {@link http://hammerjs.github.io/jsdoc/Hammer.html|Hammer.JS API documents}\r\n * @see Hammer.JS applies specific CSS properties by {@link http://hammerjs.github.io/jsdoc/Hammer.defaults.cssProps.html|default} when creating an instance. The eg.Axes module removes all default CSS properties provided by Hammer.JS\r\n */\r\n if (typeof Hammer === \"undefined\") {\r\n throw new Error(\"The Hammerjs must be loaded before eg.Axes.PinchInput.\\nhttp://hammerjs.github.io/\");\r\n }\r\n this.element = utils_1.$(el);\r\n this.options = __assign({\r\n scale: 1,\r\n threshold: 0,\r\n inputType: [\"touch\", \"pointer\"],\r\n hammerManagerOptions: {\r\n // css properties were removed due to usablility issue\r\n // http://hammerjs.github.io/jsdoc/Hammer.defaults.cssProps.html\r\n cssProps: {\r\n userSelect: \"none\",\r\n touchSelect: \"none\",\r\n touchCallout: \"none\",\r\n userDrag: \"none\"\r\n }\r\n }\r\n }, options);\r\n this.onPinchStart = this.onPinchStart.bind(this);\r\n this.onPinchMove = this.onPinchMove.bind(this);\r\n this.onPinchEnd = this.onPinchEnd.bind(this);\r\n }\r\n PinchInput.prototype.mapAxes = function (axes) {\r\n this.axes = axes;\r\n };\r\n PinchInput.prototype.connect = function (observer) {\r\n var hammerOption = { threshold: this.options.threshold };\r\n if (this.hammer) { // for sharing hammer instance.\r\n // hammer remove previous PinchRecognizer.\r\n this.removeRecognizer();\r\n this.dettachEvent();\r\n }\r\n else {\r\n var keyValue = this.element[InputType_1.UNIQUEKEY];\r\n if (!keyValue) {\r\n keyValue = String(Math.round(Math.random() * new Date().getTime()));\r\n }\r\n var inputClass = InputType_1.convertInputType(this.options.inputType);\r\n if (!inputClass) {\r\n throw new Error(\"Wrong inputType parameter!\");\r\n }\r\n this.hammer = InputType_1.createHammer(this.element, __assign({\r\n inputClass: inputClass\r\n }, this.options.hammerManagerOptions));\r\n this.element[InputType_1.UNIQUEKEY] = keyValue;\r\n }\r\n this.pinchRecognizer = new Hammer.Pinch(hammerOption);\r\n this.hammer.add(this.pinchRecognizer);\r\n this.attachEvent(observer);\r\n return this;\r\n };\r\n PinchInput.prototype.disconnect = function () {\r\n this.removeRecognizer();\r\n if (this.hammer) {\r\n this.hammer.remove(this.pinchRecognizer);\r\n this.pinchRecognizer = null;\r\n this.dettachEvent();\r\n }\r\n return this;\r\n };\r\n /**\r\n * Destroys elements, properties, and events used in a module.\r\n * @ko 모듈에 사용한 엘리먼트와 속성, 이벤트를 해제한다.\r\n * @method eg.Axes.PinchInput#destroy\r\n */\r\n PinchInput.prototype.destroy = function () {\r\n this.disconnect();\r\n if (this.hammer && this.hammer.recognizers.length === 0) {\r\n this.hammer.destroy();\r\n }\r\n delete this.element[InputType_1.UNIQUEKEY];\r\n this.element = null;\r\n this.hammer = null;\r\n };\r\n PinchInput.prototype.removeRecognizer = function () {\r\n if (this.hammer && this.pinchRecognizer) {\r\n this.hammer.remove(this.pinchRecognizer);\r\n this.pinchRecognizer = null;\r\n }\r\n };\r\n PinchInput.prototype.onPinchStart = function (event) {\r\n this._base = this.observer.get(this)[this.axes[0]];\r\n var offset = this.getOffset(event.scale);\r\n this.observer.hold(this, event);\r\n this.observer.change(this, event, InputType_1.toAxis(this.axes, [offset]));\r\n this._prev = event.scale;\r\n };\r\n PinchInput.prototype.onPinchMove = function (event) {\r\n var offset = this.getOffset(event.scale, this._prev);\r\n this.observer.change(this, event, InputType_1.toAxis(this.axes, [offset]));\r\n this._prev = event.scale;\r\n };\r\n PinchInput.prototype.onPinchEnd = function (event) {\r\n var offset = this.getOffset(event.scale, this._prev);\r\n this.observer.change(this, event, InputType_1.toAxis(this.axes, [offset]));\r\n this.observer.release(this, event, InputType_1.toAxis(this.axes, [0]), 0);\r\n this._base = null;\r\n this._prev = null;\r\n };\r\n PinchInput.prototype.getOffset = function (pinchScale, prev) {\r\n if (prev === void 0) { prev = 1; }\r\n return this._base * (pinchScale - prev) * this.options.scale;\r\n };\r\n PinchInput.prototype.attachEvent = function (observer) {\r\n this.observer = observer;\r\n this.hammer.on(\"pinchstart\", this.onPinchStart)\r\n .on(\"pinchmove\", this.onPinchMove)\r\n .on(\"pinchend\", this.onPinchEnd);\r\n };\r\n PinchInput.prototype.dettachEvent = function () {\r\n this.hammer.off(\"pinchstart\", this.onPinchStart)\r\n .off(\"pinchmove\", this.onPinchMove)\r\n .off(\"pinchend\", this.onPinchEnd);\r\n this.observer = null;\r\n this._prev = null;\r\n };\r\n /**\r\n * Enables input devices\r\n * @ko 입력 장치를 사용할 수 있게 한다\r\n * @method eg.Axes.PinchInput#enable\r\n * @return {eg.Axes.PinchInput} An instance of a module itself 모듈 자신의 인스턴스\r\n */\r\n PinchInput.prototype.enable = function () {\r\n this.hammer && (this.hammer.get(\"pinch\").options.enable = true);\r\n return this;\r\n };\r\n /**\r\n * Disables input devices\r\n * @ko 입력 장치를 사용할 수 없게 한다.\r\n * @method eg.Axes.PinchInput#disable\r\n * @return {eg.Axes.PinchInput} An instance of a module itself 모듈 자신의 인스턴스\r\n */\r\n PinchInput.prototype.disable = function () {\r\n this.hammer && (this.hammer.get(\"pinch\").options.enable = false);\r\n return this;\r\n };\r\n /**\r\n * Returns whether to use an input device\r\n * @ko 입력 장치를 사용 여부를 반환한다.\r\n * @method eg.Axes.PinchInput#isEnable\r\n * @return {Boolean} Whether to use an input device 입력장치 사용여부\r\n */\r\n PinchInput.prototype.isEnable = function () {\r\n return !!(this.hammer && this.hammer.get(\"pinch\").options.enable);\r\n };\r\n return PinchInput;\r\n}());\r\nexports.PinchInput = PinchInput;\r\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/inputType/PinchInput.ts\n// module id = 14\n// module chunks = 0 1","\"use strict\";\r\nvar __assign = (this && this.__assign) || Object.assign || function(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))\r\n t[p] = s[p];\r\n }\r\n return t;\r\n};\r\nexports.__esModule = true;\r\nvar utils_1 = require(\"../utils\");\r\nvar InputType_1 = require(\"./InputType\");\r\n/**\r\n * @typedef {Object} WheelInputOption The option object of the eg.Axes.WheelInput module\r\n * @ko eg.Axes.WheelInput 모듈의 옵션 객체\r\n * @property {Number} [scale=1] Coordinate scale that a user can move사용자의 동작으로 이동하는 좌표의 배율\r\n**/\r\n/**\r\n * @class eg.Axes.WheelInput\r\n * @classdesc A module that passes the amount of change to eg.Axes when the mouse wheel is moved. use one axis.\r\n * @ko 마우스 휠이 움직일때의 변화량을 eg.Axes에 전달하는 모듈. 한 개 의 축을 사용한다.\r\n *\r\n * @example\r\n * const wheel = new eg.Axes.WheelInput(\"#area\", {\r\n * \t\tscale: 1\r\n * });\r\n *\r\n * // Connect 'something' axis when the mousewheel is moved.\r\n * axes.connect(\"something\", wheel);\r\n *\r\n * @param {HTMLElement|String|jQuery} element An element to use the eg.Axes.WheelInput module eg.Axes.WheelInput 모듈을 사용할 엘리먼트\r\n * @param {WheelInputOption} [options] The option object of the eg.Axes.WheelInput moduleeg.Axes.WheelInput 모듈의 옵션 객체\r\n */\r\nvar WheelInput = /** @class */ (function () {\r\n function WheelInput(el, options) {\r\n this.axes = [];\r\n this.element = null;\r\n this._isEnabled = false;\r\n this._isHolded = false;\r\n this._timer = null;\r\n this.element = utils_1.$(el);\r\n this.options = __assign({\r\n scale: 1,\r\n useNormalized: true\r\n }, options);\r\n this.onWheel = this.onWheel.bind(this);\r\n }\r\n WheelInput.prototype.mapAxes = function (axes) {\r\n this.axes = axes;\r\n };\r\n WheelInput.prototype.connect = function (observer) {\r\n this.dettachEvent();\r\n this.attachEvent(observer);\r\n return this;\r\n };\r\n WheelInput.prototype.disconnect = function () {\r\n this.dettachEvent();\r\n return this;\r\n };\r\n /**\r\n * Destroys elements, properties, and events used in a module.\r\n * @ko 모듈에 사용한 엘리먼트와 속성, 이벤트를 해제한다.\r\n * @method eg.Axes.WheelInput#destroy\r\n */\r\n WheelInput.prototype.destroy = function () {\r\n this.disconnect();\r\n this.element = null;\r\n };\r\n WheelInput.prototype.onWheel = function (event) {\r\n var _this = this;\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n event.preventDefault();\r\n if (event.deltaY === 0) {\r\n return;\r\n }\r\n if (!this._isHolded) {\r\n this.observer.hold(this, event);\r\n this._isHolded = true;\r\n }\r\n var offset = (event.deltaY > 0 ? -1 : 1) * this.options.scale * (this.options.useNormalized ? 1 : Math.abs(event.deltaY));\r\n this.observer.change(this, event, InputType_1.toAxis(this.axes, [offset]));\r\n clearTimeout(this._timer);\r\n var inst = this;\r\n this._timer = setTimeout(function () {\r\n if (_this._isHolded) {\r\n _this._isHolded = false;\r\n _this.observer.release(_this, event, InputType_1.toAxis(_this.axes, [0]));\r\n }\r\n }, 50);\r\n };\r\n WheelInput.prototype.attachEvent = function (observer) {\r\n this.observer = observer;\r\n this.element.addEventListener(\"wheel\", this.onWheel);\r\n this._isEnabled = true;\r\n };\r\n WheelInput.prototype.dettachEvent = function () {\r\n this.element.removeEventListener(\"wheel\", this.onWheel);\r\n this._isEnabled = false;\r\n this.observer = null;\r\n if (this._timer) {\r\n clearTimeout(this._timer);\r\n this._timer = null;\r\n }\r\n ;\r\n };\r\n /**\r\n * Enables input devices\r\n * @ko 입력 장치를 사용할 수 있게 한다\r\n * @method eg.Axes.WheelInput#enable\r\n * @return {eg.Axes.WheelInput} An instance of a module itself 모듈 자신의 인스턴스\r\n */\r\n WheelInput.prototype.enable = function () {\r\n this._isEnabled = true;\r\n return this;\r\n };\r\n /**\r\n * Disables input devices\r\n * @ko 입력 장치를 사용할 수 없게 한다.\r\n * @method eg.Axes.WheelInput#disable\r\n * @return {eg.Axes.WheelInput} An instance of a module itself 모듈 자신의 인스턴스\r\n */\r\n WheelInput.prototype.disable = function () {\r\n this._isEnabled = false;\r\n return this;\r\n };\r\n /**\r\n * Returns whether to use an input device\r\n * @ko 입력 장치를 사용 여부를 반환한다.\r\n * @method eg.Axes.WheelInput#isEnable\r\n * @return {Boolean} Whether to use an input device 입력장치 사용여부\r\n */\r\n WheelInput.prototype.isEnable = function () {\r\n return this._isEnabled;\r\n };\r\n return WheelInput;\r\n}());\r\nexports.WheelInput = WheelInput;\r\n;\r\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/inputType/WheelInput.ts\n// module id = 15\n// module chunks = 0 1","\"use strict\";\r\nvar __assign = (this && this.__assign) || Object.assign || function(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))\r\n t[p] = s[p];\r\n }\r\n return t;\r\n};\r\nexports.__esModule = true;\r\nvar utils_1 = require(\"../utils\");\r\nvar InputType_1 = require(\"./InputType\");\r\nexports.KEYMAP = {\r\n LEFT_ARROW: 37,\r\n A: 65,\r\n UP_ARROW: 38,\r\n W: 87,\r\n RIGHT_ARROW: 39,\r\n D: 68,\r\n DOWN_ARROW: 40,\r\n S: 83\r\n};\r\nvar DIRECTION_REVERSE = -1;\r\nvar DIRECTION_FORWARD = 1;\r\nvar DIRECTION_HORIZONTAL = -1;\r\nvar DIRECTION_VERTICAL = 1;\r\nvar DELAY = 80;\r\n/**\r\n * @typedef {Object} MoveKeyInputOption The option object of the eg.Axes.MoveKeyInput module\r\n * @ko eg.Axes.MoveKeyInput 모듈의 옵션 객체\r\n * @property {Array} [scale] Coordinate scale that a user can move사용자의 동작으로 이동하는 좌표의 배율\r\n * @property {Number} [scale[0]=1] Coordinate scale for the first axis첫번째 축의 배율\r\n * @property {Number} [scale[1]=1] Coordinate scale for the decond axis두번째 축의 배율\r\n**/\r\n/**\r\n * @class eg.Axes.MoveKeyInput\r\n * @classdesc A module that passes the amount of change to eg.Axes when the move key stroke is occured. use two axis.\r\n * @ko 이동키 입력이 발생했을 때의 변화량을 eg.Axes에 전달하는 모듈. 두 개 의 축을 사용한다.\r\n *\r\n * @example\r\n * const moveKey = new eg.Axes.MoveKeyInput(\"#area\", {\r\n * \t\tscale: [1, 1]\r\n * });\r\n *\r\n * // Connect 'x', 'y' axes when the moveKey is pressed.\r\n * axes.connect([\"x\", \"y\"], moveKey);\r\n *\r\n * @param {HTMLElement|String|jQuery} element An element to use the eg.Axes.MoveKeyInput module eg.Axes.MoveKeyInput 모듈을 사용할 엘리먼트\r\n * @param {MoveKeyInputOption} [options] The option object of the eg.Axes.MoveKeyInput moduleeg.Axes.MoveKeyInput 모듈의 옵션 객체\r\n */\r\nvar MoveKeyInput = /** @class */ (function () {\r\n function MoveKeyInput(el, options) {\r\n this.axes = [];\r\n this.element = null;\r\n this._isEnabled = false;\r\n this._isHolded = false;\r\n this._timer = null;\r\n this.element = utils_1.$(el);\r\n this.options = __assign({\r\n scale: [1, 1]\r\n }, options);\r\n this.onKeydown = this.onKeydown.bind(this);\r\n this.onKeyup = this.onKeyup.bind(this);\r\n }\r\n MoveKeyInput.prototype.mapAxes = function (axes) {\r\n this.axes = axes;\r\n };\r\n MoveKeyInput.prototype.connect = function (observer) {\r\n this.dettachEvent();\r\n // add tabindex=\"0\" to the container for making it focusable\r\n if (this.element.getAttribute(\"tabindex\") !== \"0\") {\r\n this.element.setAttribute(\"tabindex\", \"0\");\r\n }\r\n this.attachEvent(observer);\r\n return this;\r\n };\r\n MoveKeyInput.prototype.disconnect = function () {\r\n this.dettachEvent();\r\n return this;\r\n };\r\n /**\r\n * Destroys elements, properties, and events used in a module.\r\n * @ko 모듈에 사용한 엘리먼트와 속성, 이벤트를 해제한다.\r\n * @method eg.Axes.MoveKeyInput#destroy\r\n */\r\n MoveKeyInput.prototype.destroy = function () {\r\n this.disconnect();\r\n this.element = null;\r\n };\r\n MoveKeyInput.prototype.onKeydown = function (e) {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n var isMoveKey = true;\r\n var direction = DIRECTION_FORWARD;\r\n var move = DIRECTION_HORIZONTAL;\r\n switch (e.keyCode) {\r\n case exports.KEYMAP.LEFT_ARROW:\r\n case exports.KEYMAP.A:\r\n direction = DIRECTION_REVERSE;\r\n break;\r\n case exports.KEYMAP.RIGHT_ARROW:\r\n case exports.KEYMAP.D:\r\n break;\r\n case exports.KEYMAP.DOWN_ARROW:\r\n case exports.KEYMAP.S:\r\n direction = DIRECTION_REVERSE;\r\n move = DIRECTION_VERTICAL;\r\n break;\r\n case exports.KEYMAP.UP_ARROW:\r\n case exports.KEYMAP.W:\r\n move = DIRECTION_VERTICAL;\r\n break;\r\n default:\r\n isMoveKey = false;\r\n }\r\n if ((move === DIRECTION_HORIZONTAL && !this.axes[0]) ||\r\n (move === DIRECTION_VERTICAL && !this.axes[1])) {\r\n isMoveKey = false;\r\n }\r\n if (!isMoveKey) {\r\n return;\r\n }\r\n var offsets = move === DIRECTION_HORIZONTAL ? [+this.options.scale[0] * direction, 0] : [0, +this.options.scale[1] * direction];\r\n if (!this._isHolded) {\r\n this.observer.hold(this, event);\r\n this._isHolded = true;\r\n }\r\n clearTimeout(this._timer);\r\n this.observer.change(this, event, InputType_1.toAxis(this.axes, offsets));\r\n };\r\n MoveKeyInput.prototype.onKeyup = function (e) {\r\n var _this = this;\r\n if (!this._isHolded) {\r\n return;\r\n }\r\n clearTimeout(this._timer);\r\n this._timer = setTimeout(function () {\r\n _this.observer.release(_this, e, InputType_1.toAxis(_this.axes, [0, 0]));\r\n _this._isHolded = false;\r\n }, DELAY);\r\n };\r\n MoveKeyInput.prototype.attachEvent = function (observer) {\r\n this.observer = observer;\r\n this.element.addEventListener(\"keydown\", this.onKeydown, false);\r\n this.element.addEventListener(\"keypress\", this.onKeydown, false);\r\n this.element.addEventListener(\"keyup\", this.onKeyup, false);\r\n this._isEnabled = true;\r\n };\r\n MoveKeyInput.prototype.dettachEvent = function () {\r\n this.element.removeEventListener(\"keydown\", this.onKeydown, false);\r\n this.element.removeEventListener(\"keypress\", this.onKeydown, false);\r\n this.element.removeEventListener(\"keyup\", this.onKeyup, false);\r\n this._isEnabled = false;\r\n this.observer = null;\r\n };\r\n /**\r\n * Enables input devices\r\n * @ko 입력 장치를 사용할 수 있게 한다\r\n * @method eg.Axes.MoveKeyInput#enable\r\n * @return {eg.Axes.MoveKeyInput} An instance of a module itself 모듈 자신의 인스턴스\r\n */\r\n MoveKeyInput.prototype.enable = function () {\r\n this._isEnabled = true;\r\n return this;\r\n };\r\n /**\r\n * Disables input devices\r\n * @ko 입력 장치를 사용할 수 없게 한다.\r\n * @method eg.Axes.MoveKeyInput#disable\r\n * @return {eg.Axes.MoveKeyInput} An instance of a module itself 모듈 자신의 인스턴스\r\n */\r\n MoveKeyInput.prototype.disable = function () {\r\n this._isEnabled = false;\r\n return this;\r\n };\r\n /**\r\n * Returns whether to use an input device\r\n * @ko 입력 장치를 사용 여부를 반환한다.\r\n * @method eg.Axes.MoveKeyInput#isEnable\r\n * @return {Boolean} Whether to use an input device 입력장치 사용여부\r\n */\r\n MoveKeyInput.prototype.isEnable = function () {\r\n return this._isEnabled;\r\n };\r\n return MoveKeyInput;\r\n}());\r\nexports.MoveKeyInput = MoveKeyInput;\r\n;\r\n\n\n\n//////////////////\n// WEBPACK FOOTER\n// ./src/inputType/MoveKeyInput.ts\n// module id = 16\n// module chunks = 0 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