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{ Directive, Input, inject } from '@angular/core';\n\nimport {\n MenuActionOrigin,\n MenuActionsService,\n MenuContentItem,\n MenuSection,\n Page,\n UtilsService,\n VanillaElements,\n trackByProp,\n} from '@frontend/vanilla/core';\n\n/**\n * A base class for responsive header components registered with {@link HeaderService}.\n *\n * @stable\n */\n@Directive()\nexport abstract class HeaderItemBase {\n @Input() item: MenuContentItem;\n readonly trackByText = trackByProp('text');\n\n menuActionsService = inject(MenuActionsService);\n MenuSection = MenuSection;\n VanillaElements = VanillaElements;\n private pageConfig = inject(Page);\n get useFastIconType(): boolean {\n return this.pageConfig.htmlSourceTypeReplace ? UtilsService.indexableTypeContainsKey(this.pageConfig.htmlSourceTypeReplace, 'header') : false;\n }\n\n processClick(event: Event, item?: any) {\n this.menuActionsService.processClick(event, item || this.item, MenuActionOrigin.Header);\n }\n}\n","export const __SEARCH_ACCESSIBLE__ = 'gs:presentation:search:accessible';\nexport const __LAUNCH_SEARCH__ = 'gs:presentation:launchsearch';\nexport const __PRESENTATION_BOOTSTRAPPED__ = 'gs:presentation:bootstrapped';\nexport const __FETCH_CONTEXT__ = 'gs:search:service:context:fetch';\nexport const __CONTEXT__ = 'gs:search:service:context:result';\nexport const __TRACK__ = 'gs:search:tracking';\nexport const __USER_EVENT__ = 'gs:productstub:vnuserevent';\nexport const __ENTRY_POINT_ACTIVE__ = 'gs:productstub:entrypoint:active';\nexport const __READ_CLIENT_CONFIG__ = 'gs:productstub:clientconfig:read';\nexport const __CLIENT_CONFIG_UPDATE_AVAILABLE__ = 'gs:productstub:clientconfig:updateavailable';\nexport const SearchIndexLoadEvent = 'gs:searchindex:load';\nexport const __BOOTSTRAP_APP__ = 'gs:search:bootstrap:app';\n\nexport const ServiceTokenHeader = '--x-globalsearch-service-servicetoken';\nexport const TransportTokenHeader = '--x-globalsearch-security-transporttoken';\nexport const SearchAppEnablerQuery = '--globalsearch.app.isenabled';\nexport const SearchContextWrittenEventIdentifier = 'gs:searchContextWritten';\nexport const ReadSearchContextEventIdentifier = 'gs:readSearchContext';\nexport const SearchAppLoadingEventIdentifier = 'gs:searchAppLoading';\nexport const SearchAppLoadedEventIdentifier = 'gs:searchAppLoaded';\nexport const SearchServiceInitializingEventIdentifier = 'gs:searchServiceInitializing';\nexport const SearchServiceInitializedEventIdentifier = 'gs:searchServiceInitialized';\nexport const SearchServiceLoadingEventIdentifier = 'gs:searchServiceLoading';\nexport const SearchServiceLoadedEventIdentifier = 'gs:searchServiceLoaded';\nexport const SearchContextLoadingEventIdentifier = 'gs:searchContextLoading';\nexport const SearchContextLoadedEventIdentifier = 'gs:searchContextLoaded';\nexport const SearchAppQueryEventIdentifier = 'gs:query';\nexport const SearchAppQueryResultEventIdentifier = 'gs:queryresult';\n","\n","/* eslint-disable no-console */\nimport { Component, OnDestroy, OnInit, ViewEncapsulation } from '@angular/core';\n\nimport { HeaderItemBase } from '@frontend/vanilla/features/header';\n\nimport { IGlobalSearchContext } from '../context/search';\nimport { __CONTEXT__, __ENTRY_POINT_ACTIVE__, __FETCH_CONTEXT__, __LAUNCH_SEARCH__, __PRESENTATION_BOOTSTRAPPED__ } from '../events';\n\n@Component({\n // eslint-disable-next-line @angular-eslint/component-selector\n selector: 'vn-h-global-search',\n templateUrl: 'header-leftmenu-entry.component.html',\n styleUrls: ['header-leftmenu-entry.component.scss'],\n encapsulation: ViewEncapsulation.None,\n})\nexport class HeaderLeftMenuEntryComponent extends HeaderItemBase implements OnInit, OnDestroy {\n isEnabled = false;\n searchContext: any;\n\n constructor() {\n // private readonly menuActionService: MenuActionsService // private readonly searchLauncherService: SearchLauncherService,\n super();\n // this.menuActionService = this.menuActionService; // Hack\n }\n\n private displayIcon = true;\n private desktopClassValue = 'theme-search-i tab-nav-link';\n\n ngOnInit() {\n this.registerEventHandlers();\n this.raiseIsAppEnabledQuery();\n }\n\n ngOnDestroy() {\n this.unregisterEventHandlers();\n }\n\n showsearch() {\n dispatchEvent(new CustomEvent(__LAUNCH_SEARCH__, { detail: { launchChannel: 'desktop', launchedFrom: 'top' } }));\n }\n\n get canDisplayIcon(): boolean {\n return this.displayIcon;\n }\n\n get desktopClass(): string {\n return this.desktopClassValue;\n }\n\n private setState(searchContext: IGlobalSearchContext) {\n this.desktopClassValue = this.getDesktopClassFromClientConfig(searchContext);\n console.log('desktopClassvalue', this.desktopClassValue);\n if (this.desktopClassValue) {\n this.displayIcon = true;\n } else {\n this.displayIcon = true;\n this.desktopClassValue = 'theme-search tab-nav-link';\n }\n }\n\n private getDesktopClassFromClientConfig(searchContext: IGlobalSearchContext): string {\n const presentationContext = searchContext && searchContext.presentationContext;\n return (\n (presentationContext &&\n presentationContext.entryPoints &&\n presentationContext.entryPoints['sticky'] &&\n presentationContext.entryPoints['sticky'].parameters &&\n (presentationContext.entryPoints['sticky'].parameters['DesktopClass'] ||\n presentationContext.entryPoints['sticky'].parameters['desktopClass'])) ||\n ''\n );\n }\n\n private raiseIsAppEnabledQuery() {\n dispatchEvent(new CustomEvent(__FETCH_CONTEXT__));\n }\n\n private registerEventHandlers() {\n addEventListener('gs:hideHeaderEntry', this.hideHeaderEntryEventHandler);\n addEventListener('gs:showHeaderEntry', this.showHeaderEntryEventHandler);\n addEventListener(__CONTEXT__, this.contextResultEventHandler);\n addEventListener(__PRESENTATION_BOOTSTRAPPED__, this.presentationBootstarppedEventHandler);\n addEventListener('message', this.messageEventHandler);\n }\n\n private unregisterEventHandlers() {\n removeEventListener('gs:hideHeaderEntry', this.hideHeaderEntryEventHandler);\n removeEventListener('gs:showHeaderEntry', this.showHeaderEntryEventHandler);\n removeEventListener(__CONTEXT__, this.contextResultEventHandler);\n removeEventListener(__PRESENTATION_BOOTSTRAPPED__, this.presentationBootstarppedEventHandler);\n removeEventListener('message', this.messageEventHandler);\n }\n\n private readonly hideHeaderEntryEventHandler = (event: Event): void => {\n this.isEnabled = false;\n if (event && event?.stopImmediatePropagation && typeof event?.stopImmediatePropagation === typeof (() => {})) {\n event?.stopImmediatePropagation();\n }\n };\n\n private readonly showHeaderEntryEventHandler = (event: Event): void => {\n this.isEnabled = true;\n if (event && event?.stopImmediatePropagation && typeof event?.stopImmediatePropagation === typeof (() => {})) {\n event?.stopImmediatePropagation();\n }\n };\n\n private readonly presentationBootstarppedEventHandler = (messageEvent: CustomEventInit) => {\n if (messageEvent && messageEvent.detail && messageEvent.detail) {\n const searchHost: any = messageEvent.detail;\n this.searchContext = searchHost.searchContext;\n this.setState(this.searchContext);\n this.isEnabled = searchHost.searchContext.appContext.isEnabled || false;\n }\n if (this.isEnabled) {\n dispatchEvent(new CustomEvent(__ENTRY_POINT_ACTIVE__, { detail: { activeFrom: 'header' } }));\n }\n };\n\n private readonly contextResultEventHandler = (customEvent: CustomEventInit) => {\n if (customEvent && customEvent?.detail && customEvent?.detail?.appContext) {\n this.isEnabled = customEvent?.detail?.appContext.isEnabled || false;\n this.setState(customEvent?.detail);\n }\n if (this.isEnabled) {\n dispatchEvent(new CustomEvent(__ENTRY_POINT_ACTIVE__, { detail: { activeFrom: 'header' } }));\n }\n };\n\n private readonly messageEventHandler = (messageEvent: MessageEvent): void => {\n if (\n messageEvent &&\n messageEvent.data &&\n messageEvent.data.eventIdentifier &&\n typeof messageEvent.data.eventIdentifier === typeof '' &&\n messageEvent.data.eventIdentifier?.trim()\n ) {\n switch (messageEvent.data.eventIdentifier?.trim().toLowerCase()) {\n case 'gs:hideheaderentry':\n this.hideHeaderEntryEventHandler(messageEvent);\n break;\n case 'gs:showheaderentry':\n this.showHeaderEntryEventHandler(messageEvent);\n break;\n default:\n break;\n }\n }\n };\n}\n","import { Time } from '@angular/common';\nimport { Injectable } from '@angular/core';\n\nimport { ClientConfig, ClientConfigProductName, ClientConfigService, LazyClientConfigBase } from '@frontend/vanilla/core';\nimport { IPathBasedEnableORDisable } from 'packages/casino/platform-lib/core/shared/models/common.model';\n\nimport { GeolocationConfigurationModel, InstallerSettingsModel } from '../models';\nimport { OobeeIntimationModel } from '../models/geolocation.configuration.model';\n\n@ClientConfig({ key: 'csCasinoConfig', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: casinoConfigClientConfigFactory,\n})\nexport class CasinoConfigClientConfig {\n gameLogUrl: string;\n frontendId: string;\n brandId: string;\n productId: string;\n defaultCategory: string;\n teasers: any;\n gameIconsQuality: string;\n desktopGameIconsQuality: string;\n liveGamesCategories: string[];\n maxNavigationLevel: number;\n gamesLoadCount: any;\n gymlLimit: number;\n gymlLimitForSearch: number;\n recentGamesCountLimit: number;\n defaultyLobbyTypeCategory: any;\n cacheKeys: any;\n casinoContextValues: any;\n detailPageModeLobbyType: any;\n enableInitialScrollTop: boolean;\n initialScrollTopTimeOut: number;\n enableLiveGames: boolean;\n}\n\nexport function casinoConfigClientConfigFactory(service: ClientConfigService) {\n return service.get(CasinoConfigClientConfig);\n}\n\n@ClientConfig({ key: 'csPromotedGamesConfig', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: promotedGamesClientConfigFactory,\n})\nexport class PromotedGamesClientConfig {\n isEnabled: boolean;\n}\n\nexport function promotedGamesClientConfigFactory(service: ClientConfigService) {\n return service.get(PromotedGamesClientConfig);\n}\n\n@ClientConfig({ key: 'csClientSideConfig', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: clientSideConfigClientConfigFactory,\n})\nexport class ClientSideConfigClientConfig {\n bonusInterval: number;\n playForFunAndRealButtons: boolean;\n labelId: string;\n playForFunAndRealButtonsLobbyType: any;\n}\n\nexport function clientSideConfigClientConfigFactory(service: ClientConfigService) {\n return service.get(ClientSideConfigClientConfig);\n}\n@ClientConfig({ key: 'csComponentCompositionsConfig', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: componentCompositionsClientConfigFactory,\n})\nexport class ComponentCompositionsClientConfig {\n mobileDefaultHomeComposition: any;\n mobileNonDefaultHomeComposition: any;\n desktopDefaultHomeComposition: any;\n desktopNonDefaultHomeComposition: any;\n enabled: boolean;\n}\n\nexport function componentCompositionsClientConfigFactory(service: ClientConfigService) {\n return service.get(ComponentCompositionsClientConfig);\n}\n\n@ClientConfig({ key: 'csFeatures', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: featuresClientConfigFactory,\n})\nexport class FeaturesClientConfig {\n showMD3Teasers: boolean;\n useFavouriteGames: boolean;\n useRecentGames: boolean;\n useEmbeddedTeasers: boolean;\n sendJSErrorsToServer: boolean;\n showAddToHome: boolean;\n isAnonymousLobbyEnabled: boolean;\n isPromotionPagesEnabled: boolean;\n gamesSearch: boolean;\n gameVideo: any;\n showSearchInTopNavigation: boolean;\n showHomeInTopNavigation: boolean;\n taxWithheld: boolean;\n bonusSection: boolean;\n freespinsSection: boolean;\n showGameTitle: boolean;\n goToTopArrow: boolean;\n showSeoBoxes: boolean;\n showLastLoginTime: boolean;\n showUnfinishedTooltipIcon: boolean;\n disableFreeSpins: boolean;\n enableJackpotTickerTeasers: boolean;\n showHomeFixedNavigation: boolean;\n enableRefresh: boolean;\n aamsEnabled: boolean;\n quickInfo: boolean;\n useLMTFeed: boolean;\n isFullyOptimizedLobby: boolean;\n browserLocalStorageCacheDuration: any;\n browserLocalStorageCategoryDataValidityDuration: number;\n browserLocalStorageCategoryDataUpdateInterval: number;\n enableClientStorage: boolean;\n downloadAppOnGameLaunch: boolean;\n enableEnhancedSearch: boolean;\n enableHashText: boolean;\n hashText: string;\n showSeeAllGamesCount: boolean;\n hideHomeInSubNav: boolean;\n setNavBarLimitTimeout: number;\n showSmartBanner: boolean;\n hideFavouritesOnPreLogin: boolean;\n favouriteGamesLobbyType: any;\n enableQuickInfoLobbyType: any;\n matGridColCount: number;\n showSubNavigationAboveTeaser: boolean;\n matGridColCountForLobbyType: any;\n showSubNavigationAboveTeaserLobbyType: any;\n newJackpotRibbonStyling: boolean;\n stickersForUk: any;\n newQuickInfoStyle: any;\n showStickersInOverlay: any;\n showJackpotvalueInOverlay: any;\n enableHotIcon: any;\n isUkHeading: any;\n enableFastLoadingGames: boolean;\n enableSkeletonLoading: any;\n enableUkMouseOverStyle: boolean;\n alignIconRight: any;\n globalJackpotInterVal: any;\n isGlobalJackpotEnabled: boolean;\n isAnchorTagVisibleOnQuickInfo: boolean;\n extendedTopMenuStatus: any;\n globalSearchFixedNavMobile: boolean;\n enableGSInRegularSearch: boolean;\n enableTitleOnGameTile: any;\n playNowHoverEffect: boolean;\n showEmbeddedTeasersAboveGames: boolean;\n enableEmbeddedTeasers: boolean;\n enableAccountUpgrade: boolean;\n preLoginPlayNowText: boolean;\n extendedTopMenuToRight: boolean;\n highlightCategoryHeader: any;\n enableFixedMobileNavigation: boolean;\n enableFortifiedOnWithdrwal: boolean;\n enablePlayBingoButton: boolean;\n isVanillaHomePageEnabled: boolean;\n enableRpForPrelogin: any;\n enableSignpostingSticker: any;\n enablePreLoginRecentlyPlayed: any;\n enableFreeSpinSummary: boolean;\n isPromoHubExist: boolean;\n showGlobalSearch: boolean;\n useSingleCookieForGameIndexCountInEGV: boolean;\n delimiterForDynamicGameNames: any;\n checkQDAllowedForDepositURL: boolean;\n rpPositionLmtKey: any;\n liveGamesIFrameHeight: number;\n showDesktopSearch: boolean;\n enableBottomSubNavigation: boolean;\n enableHeaderforCategory: boolean;\n skipDocReferrer: boolean;\n enableOptimoveFavProduct: boolean;\n showNetflixVideo: boolean;\n enableSlotRacesForLobbyType: any;\n featuredGridSetHeightTimeOut: number;\n subscribeCurrentTabInProductMenu: boolean;\n enableFreeSpinsOnQuickInfo: boolean;\n defaultProduct: string;\n dynamicSeeAllLink: any;\n enableOverlayMobileSearchTopPosition: boolean;\n mostPlayedRouteForLobbyType: any;\n navigationBackgroundColor: boolean;\n hotIconPath: any;\n enableNewQuickInfoLobbyType: any;\n showVolatilityTable: boolean;\n storeVendorInfoInCache: boolean;\n gtmCheckInterval: number;\n ScrollOnTopTimeFrame: number;\n enableNewSkeletonUI: boolean;\n enableSuperButton: boolean;\n enableClickInteraction: boolean;\n clickInteractionTimeout: number;\n enableStickerStyles: boolean;\n superButtonTimeout: number;\n enableGameIconImageSuffix: boolean;\n}\n\nexport function featuresClientConfigFactory(service: ClientConfigService) {\n return service.get(FeaturesClientConfig);\n}\n\n@ClientConfig({ key: 'csGlobal', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: globalClientConfigFactory,\n})\nexport class GlobalClientConfig extends LazyClientConfigBase {\n messages: any;\n unfinishedTooltip: any;\n unfinishedStyle: any;\n lobbyConfigurations: any;\n gameDescriptionMapping: any;\n globalJackpotConfigurations: any;\n globalJackpotEnabled: boolean;\n moreInfoConfigurations: any;\n stickerStyles: any;\n betmgmOriginalsConfigurations: any;\n}\n\nexport function globalClientConfigFactory(service: ClientConfigService) {\n return service.get(GlobalClientConfig);\n}\n\n@ClientConfig({ key: 'csNativeGameLaunch', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: nativeGameLaunchClientConfigFactory,\n})\nexport class NativeGameLaunchClientConfig {\n isOnlyGameidLaunchEvent: boolean;\n vendorsforShouldOverrideUserAgent: string[];\n}\n\nexport function nativeGameLaunchClientConfigFactory(service: ClientConfigService) {\n return service.get(NativeGameLaunchClientConfig);\n}\n\n@ClientConfig({ key: 'cslhHomePage', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: labelHostHomePageClientConfigFactory,\n})\nexport class LabelHostHomePageClientConfig {\n isEnabledCondition: string;\n isEnabled: boolean;\n}\n\nexport function labelHostHomePageClientConfigFactory(service: ClientConfigService) {\n return service.get(LabelHostHomePageClientConfig);\n}\n\n@ClientConfig({ key: 'csDevSettingsConfig', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: devSettingsConfigFactory,\n})\nexport class DevSettingsConfig {\n categoryDataCacheTimeOut: number;\n enableCategoryDataCache: boolean;\n gameIconTemplate: string;\n getGameIconFromLMT: boolean;\n isOptimizedLobby: boolean;\n isFullyOptimizedLobby: boolean;\n multiProductSupport: boolean;\n showInhouseGamesConsole: boolean;\n masterUserPattern: string;\n isPreviewUser: boolean;\n enablePerformanceMarking: boolean;\n subCategoryLoadLimit: number;\n subCategoryLoadLimitOverlayOverride: number;\n}\n\nexport function devSettingsConfigFactory(service: ClientConfigService) {\n return service.get(DevSettingsConfig);\n}\n\n@ClientConfig({ key: 'csHeaderTeasers', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: headerTeasersClientConfigFactory,\n})\nexport class HeaderTeasersClientConfig {}\n\nexport function headerTeasersClientConfigFactory(service: ClientConfigService) {\n return service.get(HeaderTeasersClientConfig);\n}\n\nexport interface JackpotData {\n showOnTiles: boolean;\n jpInterval: number;\n}\n\n@ClientConfig({ key: 'csJackpotData', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: jackpotDataClientConfigFactory,\n})\nexport class JackpotDataClientConfig {\n showOnTiles: boolean;\n jpInterval: number;\n mustGoJackpotTimerBase: Time;\n showJackpotOnGameTilesLobbyType: any;\n enableTickingForJackpotOnGameTiles: boolean;\n enableJpTickingForLobbyType: any;\n enableJpGroupTickingForLobbyType: any;\n showJackpotCurrencyOnRight: boolean;\n}\n\nexport function jackpotDataClientConfigFactory(service: ClientConfigService) {\n return service.get(JackpotDataClientConfig);\n}\n\n@ClientConfig({ key: 'csLiveDealerConfig', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: liveDealerConfigClientConfigFactory,\n})\nexport class LiveDealerConfigClientConfig {\n operatingHoursEnabled: boolean;\n openHours: number;\n openMinutes: number;\n openSeconds: number;\n closeHours: number;\n closeMinutes: number;\n closeSeconds: number;\n}\n\nexport function liveDealerConfigClientConfigFactory(service: ClientConfigService) {\n return service.get(LiveDealerConfigClientConfig);\n}\n\n@ClientConfig({ key: 'csMcPage', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: mcPageClientConfigFactory,\n})\nexport class McPageClientConfig {\n cashierTrackerIds: any[];\n cashierWithdrawUrlTemplate: string;\n cashierDepositUrlTemplate: string;\n cashierQDUrlTemplate: string;\n prefix: string;\n myFreeSpinsHistoryItem: any;\n minAgeValidationCasinoPlay: number;\n defaultPage: any;\n defaultHomePage: any;\n casinoHomePage: any;\n portalUrl: any;\n langName: string;\n nativeAppScheme: string;\n extendTopMenu: any;\n labelPrefix: string;\n isAccountPage: boolean;\n isLobbyPage: boolean;\n isFreespinsPage: boolean;\n channelId: any;\n accountUpgrade: string;\n invokerProductHomePage: any;\n depositUrl: any;\n bingoPageUrl: any;\n bingoSeeAllOnCasino: any;\n playBingoButton: any;\n widgetHelpButton: any;\n widgetContactusButton: any;\n gamingHomeButtonUrl: any;\n}\n\nexport function mcPageClientConfigFactory(service: ClientConfigService) {\n return service.get(McPageClientConfig);\n}\n\n@ClientConfig({ key: 'csMetaTags', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: mcMetaTagsClientConfigFactory,\n})\nexport class McMetaTagsClientConfig {\n pages: any[];\n}\n\nexport function mcMetaTagsClientConfigFactory(service: ClientConfigService) {\n return service.get(McMetaTagsClientConfig);\n}\n\n@ClientConfig({ key: 'csOptimizedImageLoading', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: optimizedImageLoadingClientConfigFactory,\n})\nexport class OptimizedImageLoadingClientConfig {\n imageCheckPath: string;\n imageCheckSize: number;\n imageLoadLatency: number;\n imageQualityBandwidth: { [image: string]: string };\n}\n\nexport function optimizedImageLoadingClientConfigFactory(service: ClientConfigService) {\n return service.get(OptimizedImageLoadingClientConfig);\n}\n\n@ClientConfig({ key: 'csPromotionsInfo', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: promotionsInfoClientConfigFactory,\n})\nexport class PromotionsInfoClientConfig {\n showPromotions: boolean;\n promotionPageLink: any;\n}\n\nexport function promotionsInfoClientConfigFactory(service: ClientConfigService) {\n return service.get(PromotionsInfoClientConfig);\n}\n\n@ClientConfig({ key: 'csTransactionsConfig', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: transactionsConfigClientConfigFactory,\n})\nexport class TransactionsConfigClientConfig {\n amountOfDisplayedSingleMonths: number;\n cutOffMonth: number;\n cutOffYear: number;\n dateCollectionLastYear: number;\n enableSummary: boolean;\n isAccountOverviewEnabled: boolean;\n pageSize: number;\n freeSpinHistoryRequestLimit: number;\n}\n\nexport function transactionsConfigClientConfigFactory(service: ClientConfigService) {\n return service.get(TransactionsConfigClientConfig);\n}\n\n@ClientConfig({ key: 'csWidgetConfig', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: widgetConfigClientConfigFactory,\n})\nexport class WidgetConfigClientConfig {\n isRpFavWidgetEnabled: any;\n isGymlInFavourites: any;\n favouriteGamesBaseCount: any;\n recentGamesCountLimit: number;\n enableRcpwidgetHelpContactUs: any;\n isStickyEnabledForWidget: any;\n maxHeightCount: number;\n enableHelpContactForPrelogin: any;\n enableBingoWidgetForLabel: boolean;\n enableWidgetinFreespinsPage: boolean;\n displayFavInRPFavWidget: boolean;\n widgetLinks: any;\n}\n\nexport function widgetConfigClientConfigFactory(service: ClientConfigService) {\n return service.get(WidgetConfigClientConfig);\n}\n\n@ClientConfig({ key: 'csThumbnail', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: thumbnailConfigClientConfigFactory,\n})\nexport class ThumbnailConfigClientConfig {\n enableGameThumbnail: any;\n isGameThumbnailsVisible: any;\n thumbnailConfigurations: any;\n displayStaticThumbnail: any;\n}\n\nexport function thumbnailConfigClientConfigFactory(service: ClientConfigService) {\n return service.get(ThumbnailConfigClientConfig);\n}\n\n@ClientConfig({ key: 'cslmtData', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: lmtDataClientConfigFactory,\n})\nexport class LMTDataClientConfig {\n useLMTFeedForLobby: boolean;\n brand: string;\n invokerProduct: string;\n enableLMTGameLaunch: boolean;\n lmtCacheTimeout: number;\n lmtCacheTimeoutAuth: number;\n lobbyType: string;\n noIconUrl: string;\n fallbackCategoryTheme: string;\n homeCategory: string;\n gamesYouMightLikeCategory: string;\n lobbyTypeMap: any;\n enableDefaultHomeUrl: any;\n defaultProductHomeUrl: string;\n enableDefaultLink: boolean;\n appendCultureToDefaultUrl: boolean;\n enableValidateGames: boolean;\n enablePostloginPartialCalls: boolean;\n enableDynamicSequentialCalls: boolean;\n subLobbyType: Record;\n}\n\nexport function lmtDataClientConfigFactory(service: ClientConfigService) {\n return service.get(LMTDataClientConfig);\n}\n\n@ClientConfig({ key: 'csGameConfig', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: gameConfigClientConfigFactory,\n})\nexport class GameConfigClientConfig {\n host: string;\n gameIconTemplate: string;\n iconTypeMapping: string[];\n maxGamesPerCategory: number;\n showLoadigIndicatorOnGamesLoading: boolean;\n nativeGameLaunchEnabled: boolean;\n vendorsWithOnlyRealModeLobbyType: any;\n enableDemoPlayLobbyType: any;\n showRGLinkOnDetailPageLobbyType: any;\n responsibleGamingLink: any;\n gameMode: string;\n iconConfigMap: any;\n enablePlaytechLiveGameDetailsPage: boolean;\n enableRCPFavWidgetOnPublicPages: boolean;\n enableQuickInfoReels: boolean;\n enableDemoMode: boolean;\n demoModeExcludedGamesRegex: string;\n launchGeolocationPollInSeparateWindow: boolean;\n}\n\nexport function gameConfigClientConfigFactory(service: ClientConfigService) {\n return service.get(GameConfigClientConfig);\n}\n\n@ClientConfig({ key: 'csOptimizedTeaser', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: optimizedTeaserClientConfigFactory,\n})\nexport class OptimizedTeaserClientConfig {\n teaserOptimization: boolean;\n teaserDefaultHorizontalAlignment: string;\n teaserDefaultVerticalAlignment: string;\n teaserDefaultImageAlignment: string;\n teaserDefaultHorizontalTextAlignment: string;\n teaserDefaultTermsTextAlignment: string;\n maxRenderedTeasers: number;\n enableAluminiumTeaser: boolean;\n enableFixedWidthAluminiumTeaser: boolean;\n setAluminiumDesktopTeaserHeight: number;\n setAluminiumTabletTeaserHeight: number;\n setAluminiumMobileTeaserHeight: number;\n setAluminiumDesktopTeaserWidth: number;\n setAluminiumTabletTeaserWidth: number;\n setAluminiumMobileTeaserWidth: number;\n desktopFixedWidthAluTeaserOffsetValue: any;\n tabletFixedWidthAluTeaserOffsetValue: any;\n mobileFixedWidthAluTeaserOffsetValue: any;\n}\n\nexport function optimizedTeaserClientConfigFactory(service: ClientConfigService) {\n return service.get(OptimizedTeaserClientConfig);\n}\n\n@ClientConfig({ key: 'csGeolocationConfig', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: geolocationClientConfigFactory,\n})\nexport class GeolocationClientConfig {\n isEnabled: boolean;\n coordinatorSettings: GeolocationConfigurationModel;\n installerSettings: InstallerSettingsModel;\n oobeeIntimation: OobeeIntimationModel;\n synchronizationEvent: string;\n synchronizeCoordination: boolean;\n}\n\nexport function geolocationClientConfigFactory(service: ClientConfigService) {\n return service.get(GeolocationClientConfig);\n}\n\n@ClientConfig({ key: 'csCasinoAsIFrameOverlayConfig', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: casinoAsIFrameOverlayConfigFactory,\n})\nexport class CasinoAsIFrameOverlayConfig {\n overlayBottomNavLobbyTypeMap: any;\n overlayLobbyTypeMap: any;\n}\n\nexport function casinoAsIFrameOverlayConfigFactory(service: ClientConfigService) {\n return service.get(CasinoAsIFrameOverlayConfig);\n}\n\n@ClientConfig({ key: 'csGlobalSearch', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: globalSearchClientConfigFactory,\n})\nexport class GlobalSearchClientConfig {\n appId: string;\n configPath: string;\n contentPath: string;\n indexPath: string;\n isEnabled: boolean;\n searchLanguage: string;\n targetId: string;\n textMapping: ITextMapping;\n transportToken: string;\n}\n\nexport function globalSearchClientConfigFactory(service: ClientConfigService) {\n return service.get(GlobalSearchClientConfig);\n}\n\n@ClientConfig({ key: 'csCasinoGlobalSearch', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: casinoGlobalSearchClientConfigFactory,\n})\nexport class CasinoGlobalSearchClientConfig {\n isEnabled: boolean;\n bootstrapOrigin: string;\n bootstrapTimeout: number;\n pathBasedEnabler: IPathBasedEnableORDisable;\n}\n\nexport function casinoGlobalSearchClientConfigFactory(service: ClientConfigService) {\n return service.get(CasinoGlobalSearchClientConfig);\n}\n\n@ClientConfig({ key: 'csGlobalJackpot', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: globalJackpotClientConfigFactory,\n})\nexport class GlobalJackpotClientConfig {\n globalJackpotPathSegments: string;\n lobbyType: string;\n enablePhase2: boolean;\n enablePhase3: boolean;\n enablePhase3Optimization: boolean;\n enableShadowCard: boolean;\n globalJackpotPathSegmentsArray: any;\n amountSeparators: any;\n defaultCurrency: string;\n isEnabled: boolean;\n updatedPoolFeedInterval: number;\n globalJackpotScrollSetTimeOut: number;\n enableWinnersFeed: boolean;\n globalJackpotWinType: Array;\n showClaimToasterOnGlobalJackpot: boolean;\n clearToasterTimeout: number;\n enableNewWinnersFeedUI: boolean;\n}\n\nexport function globalJackpotClientConfigFactory(service: ClientConfigService) {\n return service.get(GlobalJackpotClientConfig);\n}\n\n@ClientConfig({ key: 'csSubNavigationConfig', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: subNavigationClientConfigFactory,\n})\nexport class SubNavigationClientConfig {\n isEnabledCondition: string;\n enableSubNavOnLobbyType: any;\n enableDesktopIcon: boolean;\n enableEpcotSubNavigation: boolean;\n hideNavBarForEpcotTouch: any;\n enablePillsSubNavigation: boolean;\n}\n\nexport function subNavigationClientConfigFactory(service: ClientConfigService) {\n return service.get(SubNavigationClientConfig);\n}\n\n@ClientConfig({ key: 'caAdvanceGameDataModel', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: advanceGameDataClientConfigFactory,\n})\nexport class AdvanceGameDataClientConfig {\n enableAdvanceGameData: boolean;\n enableFeatureId: boolean;\n}\n\nexport function advanceGameDataClientConfigFactory(service: ClientConfigService) {\n return service.get(AdvanceGameDataClientConfig);\n}\n\n@ClientConfig({ key: 'csCozyBingo', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: cozyBingoClientConfigFactory,\n})\nexport class CozyBingoClientConfig {\n cozyBingoWidgetPosition: any;\n cozyBingoWidgetIframeSegment: string;\n cozyBingoFavouritesInRpwidget: boolean;\n}\n\nexport function cozyBingoClientConfigFactory(service: ClientConfigService) {\n return service.get(CozyBingoClientConfig);\n}\n\n@ClientConfig({ key: 'csFeedCacheConfiguration', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: feedCacheClientConfigFactory,\n})\nexport class FeedCacheClientConfig {\n disabledCacheTimeOut: number;\n disabledRequestThreshold: number;\n enableDisabledGames: boolean;\n favouriteCacheTimeOut: number;\n favouriteRequestThreshold: number;\n enableFavoritesFeed: boolean;\n jackpotCacheTimeOut: number;\n jackpotRequestThreshold: number;\n enableJackpotFeed: boolean;\n freeSpinsCacheTimeOut: number;\n freespinRequestThreshold: number;\n enableFreespinsFeed: boolean;\n recentCacheTimeOut: number;\n recentRequestThreshold: number;\n enableRecentlyPlayed: boolean;\n unFinishedCacheTimeOut: number;\n unFinishedRequestThreshold: number;\n enableUnfinishedGamesFeed: boolean;\n lmtCacheThreshold: number;\n enableLMTFeedCache: boolean;\n}\n\nexport function feedCacheClientConfigFactory(service: ClientConfigService) {\n return service.get(FeedCacheClientConfig);\n}\n\n@ClientConfig({ key: 'csRecentlyPlayed', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: recentlyPlayedClientConfigFactory,\n})\nexport class RecentlyPlayedClientConfig {\n recentlyPlayedRoutes: any;\n isMostRecentlyPlayedEnabled: boolean;\n recentlyPlayedFilterThreshold: number;\n}\n\nexport function recentlyPlayedClientConfigFactory(service: ClientConfigService) {\n return service.get(RecentlyPlayedClientConfig);\n}\n\n@ClientConfig({ key: 'csModularSettings', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: modularSettingsClientConfigFactory,\n})\nexport class ModularSettingsClientConfig {\n productMap: any;\n forceLoginGameObjectExpirationTime: any;\n featuredGridSetHeightTimeOut: any;\n forceGameLaunchExecutionTimeOut: number;\n}\n\nexport function modularSettingsClientConfigFactory(service: ClientConfigService) {\n return service.get(ModularSettingsClientConfig);\n}\n\nexport interface ITextMapping {\n shared: object;\n versioned: object;\n}\n\n@ClientConfig({ key: 'csFreeSpins', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: freeSpinsClientConfigFactory,\n})\nexport class FreeSpinsClientConfig {\n freeSpinsConfigurations: any;\n freeSpinsMoreInfo: any;\n freespinHost: string;\n freeSpinSummaryPathSegment: string;\n rewardDetailsPathSegment: string;\n isFreeSpinSummaryEnabled: boolean;\n isEnableFreeSpinsOnQuickInfo: boolean;\n showPayedOutCashMessage: boolean;\n freespinsVanillaActiveHeader: string;\n prominentFreeSpinsConfigurations: any;\n isEnableProminentFreeSpinsDisplay: boolean;\n}\n\nexport function freeSpinsClientConfigFactory(service: ClientConfigService) {\n return service.get(FreeSpinsClientConfig);\n}\n\n@ClientConfig({ key: 'csCasinoTagManager', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: tagManagerClientConfigFactory,\n})\nexport class TagManagerClientConfig {\n triggerGoogleTagManagerClientInjection: boolean;\n googleTagManagerInjectionDelay: number;\n}\n\nexport function tagManagerClientConfigFactory(service: ClientConfigService) {\n return service.get(TagManagerClientConfig);\n}\n\n@ClientConfig({ key: 'csImageLoadOptimizationConfig', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: imageLoadOptimizationClientConfigFactory,\n})\nexport class ImageLoadOptimizationClientConfig {\n isDynamicResizingEnabled: boolean;\n dynamicResizingQueryString: string;\n}\n\nexport function imageLoadOptimizationClientConfigFactory(service: ClientConfigService) {\n return service.get(ImageLoadOptimizationClientConfig);\n}\n\n@ClientConfig({ key: 'csGamingStoriesConfig', product: ClientConfigProductName.CASINO })\n@Injectable({\n providedIn: 'root',\n deps: [ClientConfigService],\n useFactory: gamingStoriesClientConfigFactory,\n})\nexport class GamingStoriesClientConfig {\n localStorageExpirationDuration: number;\n trackViewedStateForPostLogin: boolean;\n trackViewedStateForPreLogin: boolean;\n showStoryViewedTickMark: boolean;\n enableOverlayMobileSearchTopPosition: boolean;\n gameLaunchSetTimeOut: number;\n}\n\nexport function gamingStoriesClientConfigFactory(service: ClientConfigService) {\n return service.get(GamingStoriesClientConfig);\n}\n","import { Injectable } from '@angular/core';\n\nimport { DevSettingsConfig } from '../../client-config';\n\n@Injectable({ providedIn: 'root' })\nexport class PerformanceMarker {\n constructor(private devSettingsConfig: DevSettingsConfig) {}\n\n mark(markerName: string): void {\n if (this.devSettingsConfig.enablePerformanceMarking) {\n window.performance &&\n window.performance.getEntriesByName &&\n window.performance.getEntriesByName(markerName).length <= 0 &&\n window.performance.mark(markerName);\n }\n }\n\n clearMarks(): void {\n window.performance && window.performance.clearMarks && window.performance.clearMarks();\n }\n}\n\nexport enum PerformanceMarkerIdentifiers {\n LobbyLoadComplete = 'Lobby_Load_Complete',\n WidgetsViewInitialized = 'Widgets_View_Initialized',\n FirstMeaningfulPaint = 'vn_fmp',\n TimeToInteractivity = 'vn_tti',\n}\n","/*! 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\n var VENDOR_PREFIXES = ['', 'webkit', 'Moz', 'MS', 'ms', 'o'];\n var TEST_ELEMENT = document.createElement('div');\n var TYPE_FUNCTION = 'function';\n var round = Math.round;\n var abs = Math.abs;\n var 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 */\n function 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 {Boolean}\n */\n function invokeArrayArg(arg, fn, context) {\n if (Array.isArray(arg)) {\n each(arg, context[fn], context);\n return true;\n }\n return false;\n }\n\n /**\n * walk objects and arrays\n * @param {Object} obj\n * @param {Function} iterator\n * @param {Object} context\n */\n function each(obj, iterator, context) {\n var i;\n if (!obj) {\n return;\n }\n if (obj.forEach) {\n obj.forEach(iterator, context);\n } else if (obj.length !== undefined) {\n i = 0;\n while (i < obj.length) {\n iterator.call(context, obj[i], i, obj);\n i++;\n }\n } else {\n for (i in obj) {\n obj.hasOwnProperty(i) && iterator.call(context, obj[i], i, obj);\n }\n }\n }\n\n /**\n * wrap a method with a deprecation warning and stack trace\n * @param {Function} method\n * @param {String} name\n * @param {String} message\n * @returns {Function} A new function wrapping the supplied method.\n */\n function deprecate(method, name, message) {\n var deprecationMessage = 'DEPRECATED METHOD: ' + name + '\\n' + 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, '').replace(/^\\s+at\\s+/gm, '').replace(/^Object.\\s*\\(/gm, '{anonymous}()@') : 'Unknown Stack Trace';\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 */\n var assign;\n if (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 var output = Object(target);\n for (var index = 1; index < arguments.length; index++) {\n var source = arguments[index];\n if (source !== undefined && source !== null) {\n for (var nextKey in source) {\n if (source.hasOwnProperty(nextKey)) {\n output[nextKey] = source[nextKey];\n }\n }\n }\n }\n return output;\n };\n } else {\n assign = Object.assign;\n }\n\n /**\n * extend object.\n * means that properties in dest will be overwritten by the ones in src.\n * @param {Object} dest\n * @param {Object} src\n * @param {Boolean} [merge=false]\n * @returns {Object} dest\n */\n var extend = deprecate(function extend(dest, src, merge) {\n var keys = Object.keys(src);\n var i = 0;\n while (i < keys.length) {\n if (!merge || merge && dest[keys[i]] === undefined) {\n dest[keys[i]] = src[keys[i]];\n }\n i++;\n }\n return dest;\n }, 'extend', 'Use `assign`.');\n\n /**\n * merge the values from src in the dest.\n * means that properties that exist in dest will not be overwritten by src\n * @param {Object} dest\n * @param {Object} src\n * @returns {Object} dest\n */\n var merge = deprecate(function merge(dest, src) {\n return extend(dest, src, true);\n }, 'merge', 'Use `assign`.');\n\n /**\n * simple class inheritance\n * @param {Function} child\n * @param {Function} base\n * @param {Object} [properties]\n */\n function inherit(child, base, properties) {\n var baseP = base.prototype,\n childP;\n childP = child.prototype = Object.create(baseP);\n childP.constructor = child;\n childP._super = baseP;\n if (properties) {\n assign(childP, properties);\n }\n }\n\n /**\n * simple function bind\n * @param {Function} fn\n * @param {Object} context\n * @returns {Function}\n */\n function bindFn(fn, context) {\n return function boundFn() {\n return fn.apply(context, arguments);\n };\n }\n\n /**\n * let a boolean value also be a function that must return a boolean\n * this first item in args will be used as the context\n * @param {Boolean|Function} val\n * @param {Array} [args]\n * @returns {Boolean}\n */\n function boolOrFn(val, args) {\n if (typeof val == TYPE_FUNCTION) {\n return val.apply(args ? args[0] || undefined : undefined, args);\n }\n return val;\n }\n\n /**\n * use the val2 when val1 is undefined\n * @param {*} val1\n * @param {*} val2\n * @returns {*}\n */\n function ifUndefined(val1, val2) {\n return val1 === undefined ? val2 : val1;\n }\n\n /**\n * addEventListener with multiple events at once\n * @param {EventTarget} target\n * @param {String} types\n * @param {Function} handler\n */\n function addEventListeners(target, types, handler) {\n each(splitStr(types), function (type) {\n target.addEventListener(type, handler, false);\n });\n }\n\n /**\n * removeEventListener with multiple events at once\n * @param {EventTarget} target\n * @param {String} types\n * @param {Function} handler\n */\n function removeEventListeners(target, types, handler) {\n each(splitStr(types), function (type) {\n target.removeEventListener(type, handler, false);\n });\n }\n\n /**\n * find if a node is in the given parent\n * @method hasParent\n * @param {HTMLElement} node\n * @param {HTMLElement} parent\n * @return {Boolean} found\n */\n function hasParent(node, parent) {\n while (node) {\n if (node == parent) {\n return true;\n }\n node = node.parentNode;\n }\n return false;\n }\n\n /**\n * small indexOf wrapper\n * @param {String} str\n * @param {String} find\n * @returns {Boolean} found\n */\n function 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 */\n function 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 */\n function 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 */\n function 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 */\n function uniqueArray(src, key, sort) {\n var results = [];\n var values = [];\n var i = 0;\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 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 return results;\n }\n\n /**\n * get the prefixed property\n * @param {Object} obj\n * @param {String} property\n * @returns {String|Undefined} prefixed\n */\n function prefixed(obj, property) {\n var prefix, prop;\n var camelProp = property[0].toUpperCase() + property.slice(1);\n var i = 0;\n while (i < VENDOR_PREFIXES.length) {\n prefix = VENDOR_PREFIXES[i];\n prop = prefix ? prefix + camelProp : property;\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 */\n var _uniqueId = 1;\n function uniqueId() {\n return _uniqueId++;\n }\n\n /**\n * get the window object of an element\n * @param {HTMLElement} element\n * @returns {DocumentView|Window}\n */\n function getWindowForElement(element) {\n var doc = element.ownerDocument || element;\n return doc.defaultView || doc.parentWindow || window;\n }\n var MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i;\n var SUPPORT_TOUCH = 'ontouchstart' in window;\n var SUPPORT_POINTER_EVENTS = prefixed(window, 'PointerEvent') !== undefined;\n var SUPPORT_ONLY_TOUCH = SUPPORT_TOUCH && MOBILE_REGEX.test(navigator.userAgent);\n var INPUT_TYPE_TOUCH = 'touch';\n var INPUT_TYPE_PEN = 'pen';\n var INPUT_TYPE_MOUSE = 'mouse';\n var INPUT_TYPE_KINECT = 'kinect';\n var COMPUTE_INTERVAL = 25;\n var INPUT_START = 1;\n var INPUT_MOVE = 2;\n var INPUT_END = 4;\n var INPUT_CANCEL = 8;\n var DIRECTION_NONE = 1;\n var DIRECTION_LEFT = 2;\n var DIRECTION_RIGHT = 4;\n var DIRECTION_UP = 8;\n var DIRECTION_DOWN = 16;\n var DIRECTION_HORIZONTAL = DIRECTION_LEFT | DIRECTION_RIGHT;\n var DIRECTION_VERTICAL = DIRECTION_UP | DIRECTION_DOWN;\n var DIRECTION_ALL = DIRECTION_HORIZONTAL | DIRECTION_VERTICAL;\n var PROPS_XY = ['x', 'y'];\n var 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 */\n function 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 this.init();\n }\n Input.prototype = {\n /**\n * should handle the inputEvent data and trigger the callback\n * @virtual\n */\n handler: function () {},\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 * 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 */\n function createInputInstance(manager) {\n var Type;\n var inputClass = manager.options.inputClass;\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 */\n function 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 input.isFirst = !!isFirst;\n input.isFinal = !!isFinal;\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 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 */\n function 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 var firstInput = session.firstInput;\n var firstMultiple = session.firstMultiple;\n var offsetCenter = firstMultiple ? firstMultiple.center : firstInput.center;\n var center = input.center = getCenter(pointers);\n input.timeStamp = now();\n input.deltaTime = input.timeStamp - firstInput.timeStamp;\n input.angle = getAngle(offsetCenter, center);\n input.distance = getDistance(offsetCenter, center);\n computeDeltaXY(session, input);\n input.offsetDirection = getDirection(input.deltaX, input.deltaY);\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 input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;\n input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;\n input.maxPointers = !session.prevInput ? input.pointers.length : input.pointers.length > session.prevInput.maxPointers ? input.pointers.length : session.prevInput.maxPointers;\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 function computeDeltaXY(session, input) {\n var center = input.center;\n var offset = session.offsetDelta || {};\n var prevDelta = session.prevDelta || {};\n var prevInput = session.prevInput || {};\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 offset = session.offsetDelta = {\n x: center.x,\n y: center.y\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 */\n function computeIntervalInputData(session, input) {\n var last = session.lastInterval || input,\n deltaTime = input.timeStamp - last.timeStamp,\n velocity,\n velocityX,\n velocityY,\n direction;\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 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 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 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 */\n function simpleCloneInputData(input) {\n // make a simple copy of the pointers because we will get a reference if we don't\n // we only need clientXY for the calculations\n 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 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 */\n function 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 var x = 0,\n y = 0,\n i = 0;\n while (i < pointersLength) {\n x += pointers[i].clientX;\n y += pointers[i].clientY;\n i++;\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 */\n function 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 */\n function getDirection(x, y) {\n if (x === y) {\n return DIRECTION_NONE;\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 */\n function 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 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 */\n function 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 */\n function 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 */\n function getScale(start, end) {\n return getDistance(end[0], end[1], PROPS_CLIENT_XY) / getDistance(start[0], start[1], PROPS_CLIENT_XY);\n }\n var MOUSE_INPUT_MAP = {\n mousedown: INPUT_START,\n mousemove: INPUT_MOVE,\n mouseup: INPUT_END\n };\n var MOUSE_ELEMENT_EVENTS = 'mousedown';\n var MOUSE_WINDOW_EVENTS = 'mousemove mouseup';\n\n /**\n * Mouse events input\n * @constructor\n * @extends Input\n */\n function MouseInput() {\n this.evEl = MOUSE_ELEMENT_EVENTS;\n this.evWin = MOUSE_WINDOW_EVENTS;\n this.pressed = false; // mousedown state\n\n Input.apply(this, arguments);\n }\n inherit(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 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 if (eventType & INPUT_END) {\n this.pressed = false;\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 var 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\n var 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 var POINTER_ELEMENT_EVENTS = 'pointerdown';\n var POINTER_WINDOW_EVENTS = 'pointermove pointerup pointercancel';\n\n // IE10 has prefixed support, and case-sensitive\n if (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 */\n function PointerEventInput() {\n this.evEl = POINTER_ELEMENT_EVENTS;\n this.evWin = POINTER_WINDOW_EVENTS;\n Input.apply(this, arguments);\n this.store = this.manager.session.pointerEvents = [];\n }\n inherit(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 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 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 this.callback(this.manager, eventType, {\n pointers: store,\n changedPointers: [ev],\n pointerType: pointerType,\n srcEvent: ev\n });\n if (removePointer) {\n // remove from the store\n store.splice(storeIndex, 1);\n }\n }\n });\n var SINGLE_TOUCH_INPUT_MAP = {\n touchstart: INPUT_START,\n touchmove: INPUT_MOVE,\n touchend: INPUT_END,\n touchcancel: INPUT_CANCEL\n };\n var SINGLE_TOUCH_TARGET_EVENTS = 'touchstart';\n var SINGLE_TOUCH_WINDOW_EVENTS = 'touchstart touchmove touchend touchcancel';\n\n /**\n * Touch events input\n * @constructor\n * @extends Input\n */\n function SingleTouchInput() {\n this.evTarget = SINGLE_TOUCH_TARGET_EVENTS;\n this.evWin = SINGLE_TOUCH_WINDOW_EVENTS;\n this.started = false;\n Input.apply(this, arguments);\n }\n inherit(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 if (!this.started) {\n return;\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 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 */\n function normalizeSingleTouches(ev, type) {\n var all = toArray(ev.touches);\n var changed = toArray(ev.changedTouches);\n if (type & (INPUT_END | INPUT_CANCEL)) {\n all = uniqueArray(all.concat(changed), 'identifier', true);\n }\n return [all, changed];\n }\n var TOUCH_INPUT_MAP = {\n touchstart: INPUT_START,\n touchmove: INPUT_MOVE,\n touchend: INPUT_END,\n touchcancel: INPUT_CANCEL\n };\n var TOUCH_TARGET_EVENTS = 'touchstart touchmove touchend touchcancel';\n\n /**\n * Multi-user touch events input\n * @constructor\n * @extends Input\n */\n function TouchInput() {\n this.evTarget = TOUCH_TARGET_EVENTS;\n this.targetIds = {};\n Input.apply(this, arguments);\n }\n inherit(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 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 */\n function 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 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 if (!changedTargetTouches.length) {\n return;\n }\n return [\n // merge targetTouches with changedTargetTouches so it contains ALL touches, including 'end' and 'cancel'\n uniqueArray(targetTouches.concat(changedTargetTouches), 'identifier', true), changedTargetTouches];\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\n var DEDUP_TIMEOUT = 2500;\n var DEDUP_DISTANCE = 25;\n function TouchMouseInput() {\n Input.apply(this, arguments);\n var handler = bindFn(this.handler, this);\n this.touch = new TouchInput(this.manager, handler);\n this.mouse = new MouseInput(this.manager, handler);\n this.primaryTouch = null;\n this.lastTouches = [];\n }\n inherit(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 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 this.callback(manager, inputEvent, inputData);\n },\n /**\n * remove the event listeners\n */\n destroy: function destroy() {\n this.touch.destroy();\n this.mouse.destroy();\n }\n });\n function 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 function setLastTouch(eventData) {\n var touch = eventData.changedPointers[0];\n if (touch.identifier === this.primaryTouch) {\n var lastTouch = {\n x: touch.clientX,\n y: touch.clientY\n };\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 function isSyntheticEvent(eventData) {\n var x = eventData.srcEvent.clientX,\n 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),\n dy = Math.abs(y - t.y);\n if (dx <= DEDUP_DISTANCE && dy <= DEDUP_DISTANCE) {\n return true;\n }\n }\n return false;\n }\n var PREFIXED_TOUCH_ACTION = prefixed(TEST_ELEMENT.style, 'touchAction');\n var NATIVE_TOUCH_ACTION = PREFIXED_TOUCH_ACTION !== undefined;\n\n // magical touchAction value\n var TOUCH_ACTION_COMPUTE = 'compute';\n var TOUCH_ACTION_AUTO = 'auto';\n var TOUCH_ACTION_MANIPULATION = 'manipulation'; // not implemented\n var TOUCH_ACTION_NONE = 'none';\n var TOUCH_ACTION_PAN_X = 'pan-x';\n var TOUCH_ACTION_PAN_Y = 'pan-y';\n var 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 */\n function TouchAction(manager, value) {\n this.manager = manager;\n this.set(value);\n }\n TouchAction.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 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 * just re-set the touchAction value\n */\n update: function () {\n this.set(this.manager.options.touchAction);\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 * 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 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 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 if (isTapPointer && isTapMovement && isTapTouchTime) {\n return;\n }\n }\n if (hasPanX && hasPanY) {\n // `pan-x pan-y` means browser handles all scrolling/panning, do not prevent\n return;\n }\n if (hasNone || hasPanY && direction & DIRECTION_HORIZONTAL || hasPanX && direction & DIRECTION_VERTICAL) {\n return this.preventSrc(srcEvent);\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 */\n function cleanTouchActions(actions) {\n // none\n if (inStr(actions, TOUCH_ACTION_NONE)) {\n return TOUCH_ACTION_NONE;\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 return TOUCH_ACTION_AUTO;\n }\n function 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 // 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 */\n var STATE_POSSIBLE = 1;\n var STATE_BEGAN = 2;\n var STATE_CHANGED = 4;\n var STATE_ENDED = 8;\n var STATE_RECOGNIZED = STATE_ENDED;\n var STATE_CANCELLED = 16;\n var STATE_FAILED = 32;\n\n /**\n * Recognizer\n * Every recognizer needs to extend from this class.\n * @constructor\n * @param {Object} options\n */\n function Recognizer(options) {\n this.options = assign({}, this.defaults, options || {});\n this.id = uniqueId();\n this.manager = null;\n\n // default is enable true\n this.options.enable = ifUndefined(this.options.enable, true);\n this.state = STATE_POSSIBLE;\n this.simultaneous = {};\n this.requireFail = [];\n }\n Recognizer.prototype = {\n /**\n * @virtual\n * @type {Object}\n */\n defaults: {},\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 * 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 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 * 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 otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);\n delete this.simultaneous[otherRecognizer.id];\n return this;\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 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 * 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 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 * has require failures boolean\n * @returns {boolean}\n */\n hasRequireFailures: function () {\n return this.requireFail.length > 0;\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 * 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 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 emit(self.options.event); // simple 'eventName' events\n\n if (input.additionalEvent) {\n // 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 * 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 * 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 * 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 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 * 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) {},\n // jshint ignore:line\n\n /**\n * return the preferred touch-action\n * @virtual\n * @returns {Array}\n */\n getTouchAction: function () {},\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 */\n function stateStr(state) {\n if (state & STATE_CANCELLED) {\n return 'cancel';\n } else if (state & STATE_ENDED) {\n return 'end';\n } else if (state & STATE_CHANGED) {\n return 'move';\n } else if (state & STATE_BEGAN) {\n return 'start';\n }\n return '';\n }\n\n /**\n * direction cons to string\n * @param {Const} direction\n * @returns {String}\n */\n function directionStr(direction) {\n if (direction == DIRECTION_DOWN) {\n return 'down';\n } else if (direction == DIRECTION_UP) {\n return 'up';\n } else if (direction == DIRECTION_LEFT) {\n return 'left';\n } else if (direction == DIRECTION_RIGHT) {\n return 'right';\n }\n return '';\n }\n\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 */\n function 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 */\n function AttrRecognizer() {\n Recognizer.apply(this, arguments);\n }\n inherit(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 * 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 * 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 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 */\n function PanRecognizer() {\n AttrRecognizer.apply(this, arguments);\n this.pX = null;\n this.pY = null;\n }\n inherit(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 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 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 attrTest: function (input) {\n return AttrRecognizer.prototype.attrTest.call(this, input) && (this.state & STATE_BEGAN || !(this.state & STATE_BEGAN) && this.directionTest(input));\n },\n emit: function (input) {\n this.pX = input.deltaX;\n this.pY = input.deltaY;\n var direction = directionStr(input.direction);\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 */\n function PinchRecognizer() {\n AttrRecognizer.apply(this, arguments);\n }\n inherit(PinchRecognizer, AttrRecognizer, {\n /**\n * @namespace\n * @memberof PinchRecognizer\n */\n defaults: {\n event: 'pinch',\n threshold: 0,\n pointers: 2\n },\n getTouchAction: function () {\n return [TOUCH_ACTION_NONE];\n },\n attrTest: function (input) {\n return this._super.attrTest.call(this, input) && (Math.abs(input.scale - 1) > this.options.threshold || this.state & STATE_BEGAN);\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 */\n function PressRecognizer() {\n Recognizer.apply(this, arguments);\n this._timer = null;\n this._input = null;\n }\n inherit(PressRecognizer, Recognizer, {\n /**\n * @namespace\n * @memberof PressRecognizer\n */\n defaults: {\n event: 'press',\n pointers: 1,\n time: 251,\n // minimal time of the pointer to be pressed\n threshold: 9 // a minimal movement is ok, but keep it low\n },\n getTouchAction: function () {\n return [TOUCH_ACTION_AUTO];\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 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 reset: function () {\n clearTimeout(this._timer);\n },\n emit: function (input) {\n if (this.state !== STATE_RECOGNIZED) {\n return;\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 */\n function RotateRecognizer() {\n AttrRecognizer.apply(this, arguments);\n }\n inherit(RotateRecognizer, AttrRecognizer, {\n /**\n * @namespace\n * @memberof RotateRecognizer\n */\n defaults: {\n event: 'rotate',\n threshold: 0,\n pointers: 2\n },\n getTouchAction: function () {\n return [TOUCH_ACTION_NONE];\n },\n attrTest: function (input) {\n return this._super.attrTest.call(this, input) && (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 */\n function SwipeRecognizer() {\n AttrRecognizer.apply(this, arguments);\n }\n inherit(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 getTouchAction: function () {\n return PanRecognizer.prototype.getTouchAction.call(this);\n },\n attrTest: function (input) {\n var direction = this.options.direction;\n var velocity;\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 return this._super.attrTest.call(this, input) && direction & input.offsetDirection && input.distance > this.options.threshold && input.maxPointers == this.options.pointers && abs(velocity) > this.options.velocity && input.eventType & INPUT_END;\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 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 */\n function 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 this._timer = null;\n this._input = null;\n this.count = 0;\n }\n inherit(TapRecognizer, Recognizer, {\n /**\n * @namespace\n * @memberof PinchRecognizer\n */\n defaults: {\n event: 'tap',\n pointers: 1,\n taps: 1,\n interval: 300,\n // max time between the multi-tap taps\n time: 250,\n // max time of the pointer to be down (like finger on the screen)\n threshold: 9,\n // 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 getTouchAction: function () {\n return [TOUCH_ACTION_MANIPULATION];\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 validTouchTime = input.deltaTime < options.time;\n this.reset();\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 var validInterval = this.pTime ? input.timeStamp - this.pTime < options.interval : true;\n var validMultiTap = !this.pCenter || getDistance(this.pCenter, input.center) < options.posThreshold;\n this.pTime = input.timeStamp;\n this.pCenter = input.center;\n if (!validMultiTap || !validInterval) {\n this.count = 1;\n } else {\n this.count += 1;\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 failTimeout: function () {\n this._timer = setTimeoutContext(function () {\n this.state = STATE_FAILED;\n }, this.options.interval, this);\n return STATE_FAILED;\n },\n reset: function () {\n clearTimeout(this._timer);\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 */\n function 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 */\n Hammer.VERSION = '2.0.7';\n\n /**\n * default settings\n * @namespace\n */\n Hammer.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 * 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 * @type {Boolean}\n * @default true\n */\n enable: true,\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 * force an input class\n * @type {Null|Function}\n * @default null\n */\n inputClass: null,\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, {\n enable: false\n }], [PinchRecognizer, {\n enable: false\n }, ['rotate']], [SwipeRecognizer, {\n direction: DIRECTION_HORIZONTAL\n }], [PanRecognizer, {\n direction: DIRECTION_HORIZONTAL\n }, ['swipe']], [TapRecognizer], [TapRecognizer, {\n event: 'doubletap',\n taps: 2\n }, ['tap']], [PressRecognizer]],\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 * Disable the Windows Phone grippers when pressing an element.\n * @type {String}\n * @default 'none'\n */\n touchSelect: 'none',\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 * Specifies whether zooming is enabled. Used by IE10>\n * @type {String}\n * @default 'none'\n */\n contentZooming: 'none',\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 * 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 var STOP = 1;\n var FORCED_STOP = 2;\n\n /**\n * Manager\n * @param {HTMLElement} element\n * @param {Object} [options]\n * @constructor\n */\n function Manager(element, options) {\n this.options = assign({}, Hammer.defaults, options || {});\n this.options.inputTarget = this.options.inputTarget || element;\n this.handlers = {};\n this.session = {};\n this.recognizers = [];\n this.oldCssProps = {};\n this.element = element;\n this.input = createInputInstance(this);\n this.touchAction = new TouchAction(this, this.options.touchAction);\n toggleCssProps(this, true);\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 Manager.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 * 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 * 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 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 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 && (\n // 1\n !curRecognizer || recognizer == curRecognizer ||\n // 2\n recognizer.canRecognizeWith(curRecognizer))) {\n // 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 * 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 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 * 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 this.recognizers.push(recognizer);\n recognizer.manager = this;\n this.touchAction.update();\n return recognizer;\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 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 if (index !== -1) {\n recognizers.splice(index, 1);\n this.touchAction.update();\n }\n }\n return this;\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 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 * 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 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 * 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 data.type = event;\n data.preventDefault = function () {\n data.srcEvent.preventDefault();\n };\n var i = 0;\n while (i < handlers.length) {\n handlers[i](data);\n i++;\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 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 */\n function 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 */\n function 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 assign(Hammer, {\n INPUT_START: INPUT_START,\n INPUT_MOVE: INPUT_MOVE,\n INPUT_END: INPUT_END,\n INPUT_CANCEL: INPUT_CANCEL,\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 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 Manager: Manager,\n Input: Input,\n TouchAction: TouchAction,\n TouchInput: TouchInput,\n MouseInput: MouseInput,\n PointerEventInput: PointerEventInput,\n TouchMouseInput: TouchMouseInput,\n SingleTouchInput: SingleTouchInput,\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 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.\n var freeGlobal = typeof window !== 'undefined' ? window : typeof self !== 'undefined' ? self : {}; // jshint ignore:line\n freeGlobal.Hammer = Hammer;\n if (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})(window, document, 'Hammer');","import { Injectable } from '@angular/core';\n\nimport { SharedFeaturesApiService } from '@frontend/vanilla/core';\nimport { Observable, ReplaySubject } from 'rxjs';\n\nexport interface CoinsBalance {\n balance: string;\n status: number;\n statusCode: number;\n statusMessage: number;\n additionalAttribs: number;\n productBalances: number;\n}\n\n@Injectable({\n providedIn: 'root',\n})\nexport class GamificationService {\n isLoaded: boolean = false;\n\n private coinBalanceEvents = new ReplaySubject(1);\n get coinBalance(): Observable {\n return this.coinBalanceEvents;\n }\n\n constructor(private apiService: SharedFeaturesApiService) {}\n\n load() {\n this.apiService.get('gamification').subscribe((response) => {\n this.coinBalanceEvents.next(response);\n this.isLoaded = true;\n });\n }\n}\n","import { Injectable } from '@angular/core';\n\nimport { OnFeatureInit, RtmsService, RtmsType, UserService } from '@frontend/vanilla/core';\nimport { filter } from 'rxjs/operators';\n\nimport { GamificationService } from './gamification.service';\n\n@Injectable()\nexport class GamificationBootstrapService implements OnFeatureInit {\n constructor(\n private gamificationService: GamificationService,\n private user: UserService,\n private rtmsService: RtmsService,\n ) {}\n\n onFeatureInit() {\n if (this.user.isAuthenticated) {\n this.gamificationService.load();\n\n this.rtmsService.messages.pipe(filter((m) => m.type == RtmsType.COIN_BAL_UPDATE_EVENT)).subscribe(() => {\n this.gamificationService.load();\n });\n }\n }\n}\n","import { Injectable } from '@angular/core';\n\nimport {\n DSL_NOT_READY,\n DslCacheService,\n DslRecordable,\n DslRecorderService,\n DslValuesProvider,\n EventsService,\n UserService,\n VanillaEventNames,\n} from '@frontend/vanilla/core';\nimport { distinctUntilChanged } from 'rxjs';\n\nimport { CoinsBalance, GamificationService } from './gamification.service';\n\n@Injectable()\nexport class GamificationDslValuesProvider implements DslValuesProvider {\n private balance: CoinsBalance | null;\n\n constructor(\n private userService: UserService,\n readonly dslCacheService: DslCacheService,\n private readonly dslRecorderService: DslRecorderService,\n private readonly gamificationService: GamificationService,\n private eventsService: EventsService,\n ) {\n this.gamificationService.coinBalance\n .pipe(distinctUntilChanged((previous, current) => previous.balance === current.balance))\n .subscribe((balance: CoinsBalance) => {\n this.balance = balance;\n dslCacheService.invalidate(['gamification']);\n this.eventsService.raise({ eventName: VanillaEventNames.TriggerAnimation });\n });\n }\n\n getProviders(): { [provider: string]: DslRecordable } {\n return {\n Gamification: this.dslRecorderService.createRecordable('gamification').createProperty({\n name: 'CoinsBalance',\n get: () => this.getCurrentValue(() => (this.balance ? this.balance.balance : DSL_NOT_READY)),\n deps: () => ['gamification', 'user.isAuthenticated'],\n }),\n };\n }\n\n private getCurrentValue(get: () => T, defaultValue = '') {\n if (!this.userService.isAuthenticated) {\n return defaultValue;\n }\n\n if (!this.gamificationService.isLoaded) {\n this.gamificationService.load();\n }\n\n return get();\n }\n}\n","import { registerLazyDslOnModuleInit, runOnFeatureInit } from '@frontend/vanilla/core';\n\nimport { GamificationBootstrapService } from './gamification-bootstrap.service';\nimport { GamificationDslValuesProvider } from './gamification-dsl-values-provider';\n\nexport function provide() {\n return [runOnFeatureInit(GamificationBootstrapService), registerLazyDslOnModuleInit(GamificationDslValuesProvider)];\n}\n","import { Injectable } from '@angular/core';\n\nimport { Observable, Subject } from 'rxjs';\n\nimport { IMessagePanelComponent, MessagePanelRegistryEvent } from './message-panel.models';\n\n@Injectable({\n providedIn: 'root',\n})\nexport class MessagePanelRegistry {\n get onChange(): Observable {\n return this.onChangeSubject.asObservable();\n }\n\n private onChangeSubject = new Subject();\n private components = [] as IMessagePanelComponent[];\n\n add(component: IMessagePanelComponent) {\n this.components.push(component);\n this.onChangeSubject.next({ component });\n }\n\n remove(component: IMessagePanelComponent) {\n const index = this.components.indexOf(component);\n this.components.splice(index, 1);\n\n const componentsInScope = this.components.filter((c: IMessagePanelComponent) => c.currentScope === component.currentScope);\n const lastMessagePanelComponent = componentsInScope[componentsInScope.length - 1] || null;\n\n this.onChangeSubject.next({\n component: lastMessagePanelComponent,\n });\n }\n}\n","@if (messages.length && isLatest) {\n
\n @for (message of messages; track trackByHtml($index, message)) {\n \n
\n
\n }\n \n}\n","import { CommonModule } from '@angular/common';\nimport { Component, EffectRef, ElementRef, Input, OnDestroy, OnInit, ViewEncapsulation, effect } from '@angular/core';\n\nimport {\n DynamicHtmlDirective,\n Message,\n MessageQueueService,\n WebWorkerService,\n WindowOffsetModifierService,\n WorkerType,\n trackByProp,\n} from '@frontend/vanilla/core';\nimport { Subject } from 'rxjs';\nimport { filter, takeUntil } from 'rxjs/operators';\n\nimport { MessagePanelRegistry } from './message-panel-registry.service';\nimport { IMessagePanelComponent, MessagePanelRegistryEvent } from './message-panel.models';\n\n/**\n * @whatItDoes Displays messages that have been added by {@link MessageQueueService}.\n *\n * @howToUse\n *\n * Place this component on a page where you want to display messages.\n *\n * ```\n * \n * ```\n *\n * @stable\n */\n@Component({\n standalone: true,\n imports: [CommonModule, DynamicHtmlDirective],\n selector: 'vn-message-panel',\n templateUrl: 'message-panel.html',\n styleUrls: ['../../../../../themepark/themes/whitelabel/components/message-panel/styles.scss'],\n encapsulation: ViewEncapsulation.None,\n})\nexport class MessagePanelComponent implements IMessagePanelComponent, OnInit, OnDestroy {\n @Input() scope: string;\n\n messages: Message[] = [];\n isLatest: boolean;\n readonly trackByHtml = trackByProp('html');\n\n private unsubscribe = new Subject();\n private messagesEffectRef: EffectRef;\n\n constructor(\n private service: MessageQueueService,\n private elementRef: ElementRef,\n private windowOffsetModifierService: WindowOffsetModifierService,\n private registry: MessagePanelRegistry,\n private webWorkerService: WebWorkerService,\n ) {\n this.messagesEffectRef = effect(() => {\n this.messages = this.service.messages().filter((message: Message) => (message.scope || '') === this.currentScope);\n\n if (this.messages.length) {\n const offset = this.elementRef.nativeElement.getBoundingClientRect().top;\n this.windowOffsetModifierService.scrollBy(offset);\n }\n });\n }\n\n get currentScope(): string {\n return this.scope || '';\n }\n\n ngOnInit() {\n this.registry.onChange\n .pipe(\n takeUntil(this.unsubscribe),\n filter((c: MessagePanelRegistryEvent) => c.component?.currentScope === this.currentScope),\n )\n .subscribe((c: MessagePanelRegistryEvent) => {\n const workerType = WorkerType.MessagePanelTimeout + this.currentScope;\n\n this.webWorkerService.createWorker(workerType, { timeout: 0 }, () => {\n this.isLatest = c.component === this;\n this.webWorkerService.removeWorker(workerType);\n });\n });\n\n this.registry.add(this);\n }\n\n ngOnDestroy() {\n this.unsubscribe.next();\n this.unsubscribe.complete();\n this.messagesEffectRef.destroy();\n this.registry.remove(this);\n this.webWorkerService.removeWorker(WorkerType.MessagePanelTimeout + this.currentScope);\n }\n}\n","import { Injectable } from '@angular/core';\n\nimport { ClientConfigProductName, LazyClientConfig, LazyClientConfigBase, LazyClientConfigService } from '@frontend/vanilla/core';\n\nimport { IconsModel } from './icons-model';\n\n@LazyClientConfig({ key: 'vnIconset', product: ClientConfigProductName.SF })\n@Injectable({\n providedIn: 'root',\n deps: [LazyClientConfigService],\n useFactory: iconsFactory,\n})\nexport class IconsetConfig extends LazyClientConfigBase {\n iconItems: IconsModel[];\n}\n\nexport function iconsFactory(service: LazyClientConfigService) {\n return service.get(IconsetConfig);\n}\n","import { Injectable, inject } from '@angular/core';\n\nimport { IconsModel } from './icons-model';\nimport { IconsetConfig } from './icons.client-config';\n\n@Injectable({ providedIn: 'root' })\nexport class IconFastService {\n config = inject(IconsetConfig);\n\n getIconParameter(uniqueIconName: string, parameter: string) {\n if (this.config.iconItems) {\n const matchingIcon: IconsModel = this.config.iconItems.find(\n (data: IconsModel) => data.name === uniqueIconName || data.iconName === uniqueIconName,\n ) || {\n name: 'notfound',\n iconName: '',\n parameters: { urlId: '' },\n image: { src: '' },\n };\n\n if (matchingIcon.name != 'notfound') {\n return this.getAvailableValues(parameter, matchingIcon);\n }\n }\n return '';\n }\n\n getAvailableValues(parameter: string, icon: IconsModel) {\n switch (parameter) {\n case 'urlId':\n return icon.parameters?.urlId ?? icon.image?.src ?? icon.imageUrl;\n case 'size':\n return icon.parameters?.size ?? icon.size;\n case 'extraClass':\n return icon.parameters?.extraClass ?? icon.extraClass;\n case 'fillColor':\n return icon.parameters?.fillColor ?? icon.fillColor;\n case 'title':\n return icon.parameters?.title ?? icon.title;\n default:\n return '';\n }\n }\n\n static isValueHere(obj: any, searchValue: string): boolean {\n for (let key in obj) {\n if (obj[key] === searchValue) {\n return true;\n }\n }\n return false;\n }\n}\n","import { AfterViewInit, Component, ElementRef, Input, OnInit, Renderer2, ViewEncapsulation } from '@angular/core';\n\nimport { DeviceService, IconFastCoreService } from '@frontend/vanilla/core';\nimport { FastSvgComponent } from '@push-based/ngx-fast-svg';\nimport { firstValueFrom } from 'rxjs';\n\nimport { IconFastService } from './icon-fast.service';\nimport { IconsetConfig } from './icons.client-config';\n\n/**\n * \n * @input `name` is required and should be the name of the icon in site core.\n * @input `size` if provided then width and height not required.\n * @input `width` if provided then height is required.\n * @input `height` if provided then width is required.\n * @input `extraClass` if provided as input then it will apply to svg otherwise extraClass witll be taken from sitecore item parameters if available.\n *\n */\n\n@Component({\n standalone: true,\n imports: [FastSvgComponent],\n selector: 'vn-icon',\n template: ` @if (!deviceService.isRobot) {\n @if (width && height) {\n \n } @else {\n \n }\n }`,\n styles: ['vn-icon {display: contents;} .fast-svg {margin: 0!important; height: auto; width: auto;}'],\n encapsulation: ViewEncapsulation.None,\n})\nexport class IconCustomComponent implements OnInit, AfterViewInit {\n @Input({ required: true }) name: string;\n @Input() size: string;\n @Input() width: string;\n @Input() height: string;\n @Input() extraClass: string;\n constructor(\n private el: ElementRef,\n private renderer: Renderer2,\n private iconFastCoreService: IconFastCoreService,\n private iconFastService: IconFastService,\n private iconsConfig: IconsetConfig,\n public deviceService: DeviceService,\n ) {}\n\n async ngOnInit(): Promise {\n await firstValueFrom(this.iconsConfig.whenReady);\n this.iconFastCoreService.set(this.iconFastService);\n\n const hostElement = this.el.nativeElement as HTMLElement;\n if (this.name === undefined) {\n this.name = hostElement.getAttribute('name') || hostElement.getAttribute('text') || 'not defined';\n }\n\n if (this.size === undefined) {\n const parentSize = hostElement.getAttribute('size') || '21';\n this.size = this.iconFastService.getIconParameter(this.name, 'size') || parentSize;\n }\n\n if (!this.extraClass) {\n this.extraClass = this.iconFastService.getIconParameter(this.name, 'extraClass') || '';\n }\n }\n\n ngAfterViewInit(): void {\n const svgElement = this.el.nativeElement.querySelector('svg') as HTMLElement;\n\n if (svgElement) {\n this.renderer.setAttribute(svgElement, 'role', 'img');\n\n this.iconsConfig.whenReady.subscribe(() => {\n const fillColor = this.iconFastService.getIconParameter(this.name, 'fillColor');\n if (fillColor) this.renderer.setAttribute(svgElement, 'fill', fillColor);\n\n const iconTitle = this.iconFastService.getIconParameter(this.name, 'title');\n if (iconTitle) this.renderer.setAttribute(svgElement, 'title', iconTitle);\n });\n }\n }\n}\n","\n @if (closeType === 'button') {\n \n }\n
\n \n
\n
\n \n @if (closeType === 'link') {\n
\n \n {{ closeLinkText || commonMessages?.PopoverCloseText }}\n \n
\n }\n
\n
\n","import { CommonModule } from '@angular/common';\nimport { Component, EventEmitter, Input, Output, ViewChild } from '@angular/core';\n\nimport { CommonMessages } from '@frontend/vanilla/core';\nimport { IconCustomComponent } from '@frontend/vanilla/features/icons';\nimport { NgxFloatUiContentComponent, NgxFloatUiModule } from 'ngx-float-ui';\n\n/**\n * @whatItDoes Provides wrapper around `ngx-float-ui` component and adds a close link.\n *\n * @howToUse\n *\n * ```\n * \n * \n *

text

\n *
\n * ```\n *\n * @description\n *\n * This component is meant to be used in conjunction with [ngx-float-ui](https://github.com/tonysamperi/ngx-float-ui) library.\n * It adds a close link to the bottom of the popout.\n *\n * @stable\n */\n@Component({\n standalone: true,\n imports: [CommonModule, NgxFloatUiModule, IconCustomComponent],\n selector: 'vn-popper-content',\n templateUrl: 'popper-content.html',\n})\nexport class PopperContentComponent {\n /**\n * Type of close for the popout (default: `link`). `Button` as `X` on right upper corner, `link` as clicable text below the content and `none` not to have close.\n */\n @Input() closeType: 'button' | 'link' | 'none' = 'link';\n /**\n * Text of the close link (default: `CommonMessages['GotIt']`).\n */\n @Input() closeLinkText: string;\n /**\n * A css class to apply to `float-ui-content` element to control the color scheme.\n *\n * Options: `tooltip-primary` | `tooltip-secondary` | `tooltip-success` | `tooltip-warning` | `tooltip-danger` | `tooltip-info` | `tooltip-light`\n */\n @Input() cssClass: string;\n /**\n * A css class name to apply for text content from TooltipTextCss resource key\n *\n *\n */\n @Input() cssTextClass: string;\n\n /**\n * An event that is fired when the close link is clicked.\n */\n @Output() onCloseLinkClick = new EventEmitter();\n\n /**\n * Reference to the `float-ui-content` directive.\n */\n @ViewChild(NgxFloatUiContentComponent, { static: true }) content: NgxFloatUiContentComponent;\n\n constructor(public commonMessages: CommonMessages) {}\n\n close(autoClose: boolean = false) {\n this.content.hide();\n this.onCloseLinkClick.next(autoClose);\n }\n}\n","import { Injectable } from '@angular/core';\n\nimport { ClientConfigProductName, LazyClientConfig, LazyClientConfigBase, LazyClientConfigService } from '@frontend/vanilla/core';\n\n/**\n * @stable\n */\n@LazyClientConfig({ key: 'vnCurrentSession', product: ClientConfigProductName.SF })\n@Injectable({\n providedIn: 'root',\n useFactory: currentSessionConfigFactory,\n deps: [LazyClientConfigService],\n})\nexport class CurrentSessionConfig extends LazyClientConfigBase {\n loginDuration: number | null;\n remainingLoginTime: number | null;\n}\n\nexport function currentSessionConfigFactory(service: LazyClientConfigService) {\n return service.get(CurrentSessionConfig);\n}\n","/**\n * @license Angular v18.2.6\n * (c) 2010-2024 Google LLC. https://angular.io/\n * License: MIT\n */\n\nimport * as i0 from '@angular/core';\nimport { Directive, InjectionToken, forwardRef, Optional, Inject, ɵisPromise, ɵisSubscribable, ɵRuntimeError, Self, computed, signal, untracked, EventEmitter, Input, Host, SkipSelf, booleanAttribute, ChangeDetectorRef, Output, Injectable, inject, NgModule, Version } from '@angular/core';\nimport { ɵgetDOM } from '@angular/common';\nimport { from, forkJoin, Subject } from 'rxjs';\nimport { map } from 'rxjs/operators';\n\n/**\n * Base class for all ControlValueAccessor classes defined in Forms package.\n * Contains common logic and utility functions.\n *\n * Note: this is an *internal-only* class and should not be extended or used directly in\n * applications code.\n */\nlet BaseControlValueAccessor = /*#__PURE__*/(() => {\n class BaseControlValueAccessor {\n constructor(_renderer, _elementRef) {\n this._renderer = _renderer;\n this._elementRef = _elementRef;\n /**\n * The registered callback function called when a change or input event occurs on the input\n * element.\n * @nodoc\n */\n this.onChange = _ => {};\n /**\n * The registered callback function called when a blur event occurs on the input element.\n * @nodoc\n */\n this.onTouched = () => {};\n }\n /**\n * Helper method that sets a property on a target element using the current Renderer\n * implementation.\n * @nodoc\n */\n setProperty(key, value) {\n this._renderer.setProperty(this._elementRef.nativeElement, key, value);\n }\n /**\n * Registers a function called when the control is touched.\n * @nodoc\n */\n registerOnTouched(fn) {\n this.onTouched = fn;\n }\n /**\n * Registers a function called when the control value changes.\n * @nodoc\n */\n registerOnChange(fn) {\n this.onChange = fn;\n }\n /**\n * Sets the \"disabled\" property on the range input element.\n * @nodoc\n */\n setDisabledState(isDisabled) {\n this.setProperty('disabled', isDisabled);\n }\n static {\n this.ɵfac = function BaseControlValueAccessor_Factory(__ngFactoryType__) {\n return new (__ngFactoryType__ || BaseControlValueAccessor)(i0.ɵɵdirectiveInject(i0.Renderer2), i0.ɵɵdirectiveInject(i0.ElementRef));\n };\n }\n static {\n this.ɵdir = /* @__PURE__ */i0.ɵɵdefineDirective({\n type: BaseControlValueAccessor\n });\n }\n }\n return BaseControlValueAccessor;\n})();\n/*#__PURE__*/(() => {\n (typeof ngDevMode === \"undefined\" || ngDevMode) && void 0;\n})();\n/**\n * Base class for all built-in ControlValueAccessor classes (except DefaultValueAccessor, which is\n * used in case no other CVAs can be found). We use this class to distinguish between default CVA,\n * built-in CVAs and custom CVAs, so that Forms logic can recognize built-in CVAs and treat custom\n * ones with higher priority (when both built-in and custom CVAs are present).\n *\n * Note: this is an *internal-only* class and should not be extended or used directly in\n * applications code.\n */\nlet BuiltInControlValueAccessor = /*#__PURE__*/(() => {\n class BuiltInControlValueAccessor extends BaseControlValueAccessor {\n static {\n this.ɵfac = /* @__PURE__ */(() => {\n let ɵBuiltInControlValueAccessor_BaseFactory;\n return function BuiltInControlValueAccessor_Factory(__ngFactoryType__) {\n return (ɵBuiltInControlValueAccessor_BaseFactory || (ɵBuiltInControlValueAccessor_BaseFactory = i0.ɵɵgetInheritedFactory(BuiltInControlValueAccessor)))(__ngFactoryType__ || BuiltInControlValueAccessor);\n };\n })();\n }\n static {\n this.ɵdir = /* @__PURE__ */i0.ɵɵdefineDirective({\n type: BuiltInControlValueAccessor,\n features: [i0.ɵɵInheritDefinitionFeature]\n });\n }\n }\n return BuiltInControlValueAccessor;\n})();\n/*#__PURE__*/(() => {\n (typeof ngDevMode === \"undefined\" || ngDevMode) && void 0;\n})();\n/**\n * Used to provide a `ControlValueAccessor` for form controls.\n *\n * See `DefaultValueAccessor` for how to implement one.\n *\n * @publicApi\n */\nconst NG_VALUE_ACCESSOR = /*#__PURE__*/new InjectionToken(ngDevMode ? 'NgValueAccessor' : '');\nconst CHECKBOX_VALUE_ACCESSOR = {\n provide: NG_VALUE_ACCESSOR,\n useExisting: /*#__PURE__*/forwardRef(() => CheckboxControlValueAccessor),\n multi: true\n};\n/**\n * @description\n * A `ControlValueAccessor` for writing a value and listening to changes on a checkbox input\n * element.\n *\n * @usageNotes\n *\n * ### Using a checkbox with a reactive form.\n *\n * The following example shows how to use a checkbox with a reactive form.\n *\n * ```ts\n * const rememberLoginControl = new FormControl();\n * ```\n *\n * ```\n * \n * ```\n *\n * @ngModule ReactiveFormsModule\n * @ngModule FormsModule\n * @publicApi\n */\nlet CheckboxControlValueAccessor = /*#__PURE__*/(() => {\n class CheckboxControlValueAccessor extends BuiltInControlValueAccessor {\n /**\n * Sets the \"checked\" property on the input element.\n * @nodoc\n */\n writeValue(value) {\n this.setProperty('checked', value);\n }\n static {\n this.ɵfac = /* @__PURE__ */(() => {\n let ɵCheckboxControlValueAccessor_BaseFactory;\n return function CheckboxControlValueAccessor_Factory(__ngFactoryType__) {\n return (ɵCheckboxControlValueAccessor_BaseFactory || (ɵCheckboxControlValueAccessor_BaseFactory = i0.ɵɵgetInheritedFactory(CheckboxControlValueAccessor)))(__ngFactoryType__ || CheckboxControlValueAccessor);\n };\n })();\n }\n static {\n this.ɵdir = /* @__PURE__ */i0.ɵɵdefineDirective({\n type: CheckboxControlValueAccessor,\n selectors: [[\"input\", \"type\", \"checkbox\", \"formControlName\", \"\"], [\"input\", \"type\", \"checkbox\", \"formControl\", \"\"], [\"input\", \"type\", \"checkbox\", \"ngModel\", \"\"]],\n hostBindings: function CheckboxControlValueAccessor_HostBindings(rf, ctx) {\n if (rf & 1) {\n i0.ɵɵlistener(\"change\", function CheckboxControlValueAccessor_change_HostBindingHandler($event) {\n return ctx.onChange($event.target.checked);\n })(\"blur\", function CheckboxControlValueAccessor_blur_HostBindingHandler() {\n return ctx.onTouched();\n });\n }\n },\n features: [i0.ɵɵProvidersFeature([CHECKBOX_VALUE_ACCESSOR]), i0.ɵɵInheritDefinitionFeature]\n });\n }\n }\n return CheckboxControlValueAccessor;\n})();\n/*#__PURE__*/(() => {\n (typeof ngDevMode === \"undefined\" || ngDevMode) && void 0;\n})();\nconst DEFAULT_VALUE_ACCESSOR = {\n provide: NG_VALUE_ACCESSOR,\n useExisting: /*#__PURE__*/forwardRef(() => DefaultValueAccessor),\n multi: true\n};\n/**\n * We must check whether the agent is Android because composition events\n * behave differently between iOS and Android.\n */\nfunction _isAndroid() {\n const userAgent = ɵgetDOM() ? ɵgetDOM().getUserAgent() : '';\n return /android (\\d+)/.test(userAgent.toLowerCase());\n}\n/**\n * @description\n * Provide this token to control if form directives buffer IME input until\n * the \"compositionend\" event occurs.\n * @publicApi\n */\nconst COMPOSITION_BUFFER_MODE = /*#__PURE__*/new InjectionToken(ngDevMode ? 'CompositionEventMode' : '');\n/**\n * The default `ControlValueAccessor` for writing a value and listening to changes on input\n * elements. The accessor is used by the `FormControlDirective`, `FormControlName`, and\n * `NgModel` directives.\n *\n *\n * @usageNotes\n *\n * ### Using the default value accessor\n *\n * The following example shows how to use an input element that activates the default value accessor\n * (in this case, a text field).\n *\n * ```ts\n * const firstNameControl = new FormControl();\n * ```\n *\n * ```\n * \n * ```\n *\n * This value accessor is used by default for `` and `