Source: input.js

var MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i;

var SUPPORT_TOUCH = ('ontouchstart' in window);
var SUPPORT_POINTER_EVENTS = prefixed(window, 'PointerEvent') !== undefined;
var SUPPORT_ONLY_TOUCH = SUPPORT_TOUCH && MOBILE_REGEX.test(navigator.userAgent);

var INPUT_TYPE_TOUCH = 'touch';
var INPUT_TYPE_PEN = 'pen';
var INPUT_TYPE_MOUSE = 'mouse';
var INPUT_TYPE_KINECT = 'kinect';

var COMPUTE_INTERVAL = 25;

var INPUT_START = 1;
var INPUT_MOVE = 2;
var INPUT_END = 4;
var INPUT_CANCEL = 8;

var DIRECTION_NONE = 1;
var DIRECTION_LEFT = 2;
var DIRECTION_RIGHT = 4;
var DIRECTION_UP = 8;
var DIRECTION_DOWN = 16;

var DIRECTION_HORIZONTAL = DIRECTION_LEFT | DIRECTION_RIGHT;
var DIRECTION_VERTICAL = DIRECTION_UP | DIRECTION_DOWN;
var DIRECTION_ALL = DIRECTION_HORIZONTAL | DIRECTION_VERTICAL;

var PROPS_XY = ['x', 'y'];
var PROPS_CLIENT_XY = ['clientX', 'clientY'];

/**
 * create new input type manager
 * @param {Manager} manager
 * @param {Function} callback
 * @returns {Input}
 * @constructor
 */
function Input(manager, callback) {
    var self = this;
    this.manager = manager;
    this.callback = callback;
    this.element = manager.element;
    this.target = manager.options.inputTarget;

    // smaller wrapper around the handler, for the scope and the enabled state of the manager,
    // so when disabled the input events are completely bypassed.
    this.domHandler = function(ev) {
        if (boolOrFn(manager.options.enable, [manager])) {
            self.handler(ev);
        }
    };

    this.init();

}

Input.prototype = {
    /**
     * should handle the inputEvent data and trigger the callback
     * @virtual
     */
    handler: function() { },

    /**
     * bind the events
     */
    init: function() {
        this.evEl && addEventListeners(this.element, this.evEl, this.domHandler);
        this.evTarget && addEventListeners(this.target, this.evTarget, this.domHandler);
        this.evWin && addEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
    },

    /**
     * unbind the events
     */
    destroy: function() {
        this.evEl && removeEventListeners(this.element, this.evEl, this.domHandler);
        this.evTarget && removeEventListeners(this.target, this.evTarget, this.domHandler);
        this.evWin && removeEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
    }
};

/**
 * create new input type manager
 * called by the Manager constructor
 * @param {Hammer} manager
 * @returns {Input}
 */
function createInputInstance(manager) {
    var Type;
    var inputClass = manager.options.inputClass;

    if (inputClass) {
        Type = inputClass;
    } else if (SUPPORT_POINTER_EVENTS) {
        Type = PointerEventInput;
    } else if (SUPPORT_ONLY_TOUCH) {
        Type = TouchInput;
    } else if (!SUPPORT_TOUCH) {
        Type = MouseInput;
    } else {
        Type = TouchMouseInput;
    }
    return new (Type)(manager, inputHandler);
}

/**
 * handle input events
 * @param {Manager} manager
 * @param {String} eventType
 * @param {Object} input
 */
function inputHandler(manager, eventType, input) {
    var pointersLen = input.pointers.length;
    var changedPointersLen = input.changedPointers.length;
    var isFirst = (eventType & INPUT_START && (pointersLen - changedPointersLen === 0));
    var isFinal = (eventType & (INPUT_END | INPUT_CANCEL) && (pointersLen - changedPointersLen === 0));

    input.isFirst = !!isFirst;
    input.isFinal = !!isFinal;

    if (isFirst) {
        manager.session = {};
    }

    // source event is the normalized value of the domEvents
    // like 'touchstart, mouseup, pointerdown'
    input.eventType = eventType;

    // compute scale, rotation etc
    computeInputData(manager, input);

    // emit secret event
    manager.emit('hammer.input', input);

    manager.recognize(input);
    manager.session.prevInput = input;
}

/**
 * extend the data with some usable properties like scale, rotate, velocity etc
 * @param {Object} manager
 * @param {Object} input
 */
function computeInputData(manager, input) {
    var session = manager.session;
    var pointers = input.pointers;
    var pointersLength = pointers.length;

    // store the first input to calculate the distance and direction
    if (!session.firstInput) {
        session.firstInput = simpleCloneInputData(input);
    }

    // to compute scale and rotation we need to store the multiple touches
    if (pointersLength > 1 && !session.firstMultiple) {
        session.firstMultiple = simpleCloneInputData(input);
    } else if (pointersLength === 1) {
        session.firstMultiple = false;
    }

    var firstInput = session.firstInput;
    var firstMultiple = session.firstMultiple;
    var offsetCenter = firstMultiple ? firstMultiple.center : firstInput.center;

    var center = input.center = getCenter(pointers);
    input.timeStamp = now();
    input.deltaTime = input.timeStamp - firstInput.timeStamp;

    input.angle = getAngle(offsetCenter, center);
    input.distance = getDistance(offsetCenter, center);

    computeDeltaXY(session, input);
    input.offsetDirection = getDirection(input.deltaX, input.deltaY);

    var overallVelocity = getVelocity(input.deltaTime, input.deltaX, input.deltaY);
    input.overallVelocityX = overallVelocity.x;
    input.overallVelocityY = overallVelocity.y;
    input.overallVelocity = (abs(overallVelocity.x) > abs(overallVelocity.y)) ? overallVelocity.x : overallVelocity.y;

    input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;
    input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;

    input.maxPointers = !session.prevInput ? input.pointers.length : ((input.pointers.length >
        session.prevInput.maxPointers) ? input.pointers.length : session.prevInput.maxPointers);

    computeIntervalInputData(session, input);

    // find the correct target
    var target = manager.element;
    if (hasParent(input.srcEvent.target, target)) {
        target = input.srcEvent.target;
    }
    input.target = target;
}

function computeDeltaXY(session, input) {
    var center = input.center;
    var offset = session.offsetDelta || {};
    var prevDelta = session.prevDelta || {};
    var prevInput = session.prevInput || {};

    if (input.eventType === INPUT_START || prevInput.eventType === INPUT_END) {
        prevDelta = session.prevDelta = {
            x: prevInput.deltaX || 0,
            y: prevInput.deltaY || 0
        };

        offset = session.offsetDelta = {
            x: center.x,
            y: center.y
        };
    }

    input.deltaX = prevDelta.x + (center.x - offset.x);
    input.deltaY = prevDelta.y + (center.y - offset.y);
}

/**
 * velocity is calculated every x ms
 * @param {Object} session
 * @param {Object} input
 */
function computeIntervalInputData(session, input) {
    var last = session.lastInterval || input,
        deltaTime = input.timeStamp - last.timeStamp,
        velocity, velocityX, velocityY, direction;

    if (input.eventType != INPUT_CANCEL && (deltaTime > COMPUTE_INTERVAL || last.velocity === undefined)) {
        var deltaX = input.deltaX - last.deltaX;
        var deltaY = input.deltaY - last.deltaY;

        var v = getVelocity(deltaTime, deltaX, deltaY);
        velocityX = v.x;
        velocityY = v.y;
        velocity = (abs(v.x) > abs(v.y)) ? v.x : v.y;
        direction = getDirection(deltaX, deltaY);

        session.lastInterval = input;
    } else {
        // use latest velocity info if it doesn't overtake a minimum period
        velocity = last.velocity;
        velocityX = last.velocityX;
        velocityY = last.velocityY;
        direction = last.direction;
    }

    input.velocity = velocity;
    input.velocityX = velocityX;
    input.velocityY = velocityY;
    input.direction = direction;
}

/**
 * create a simple clone from the input used for storage of firstInput and firstMultiple
 * @param {Object} input
 * @returns {Object} clonedInputData
 */
function simpleCloneInputData(input) {
    // make a simple copy of the pointers because we will get a reference if we don't
    // we only need clientXY for the calculations
    var pointers = [];
    var i = 0;
    while (i < input.pointers.length) {
        pointers[i] = {
            clientX: round(input.pointers[i].clientX),
            clientY: round(input.pointers[i].clientY)
        };
        i++;
    }

    return {
        timeStamp: now(),
        pointers: pointers,
        center: getCenter(pointers),
        deltaX: input.deltaX,
        deltaY: input.deltaY
    };
}

/**
 * get the center of all the pointers
 * @param {Array} pointers
 * @return {Object} center contains `x` and `y` properties
 */
function getCenter(pointers) {
    var pointersLength = pointers.length;

    // no need to loop when only one touch
    if (pointersLength === 1) {
        return {
            x: round(pointers[0].clientX),
            y: round(pointers[0].clientY)
        };
    }

    var x = 0, y = 0, i = 0;
    while (i < pointersLength) {
        x += pointers[i].clientX;
        y += pointers[i].clientY;
        i++;
    }

    return {
        x: round(x / pointersLength),
        y: round(y / pointersLength)
    };
}

/**
 * calculate the velocity between two points. unit is in px per ms.
 * @param {Number} deltaTime
 * @param {Number} x
 * @param {Number} y
 * @return {Object} velocity `x` and `y`
 */
function getVelocity(deltaTime, x, y) {
    return {
        x: x / deltaTime || 0,
        y: y / deltaTime || 0
    };
}

/**
 * get the direction between two points
 * @param {Number} x
 * @param {Number} y
 * @return {Number} direction
 */
function getDirection(x, y) {
    if (x === y) {
        return DIRECTION_NONE;
    }

    if (abs(x) >= abs(y)) {
        return x < 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;
    }
    return y < 0 ? DIRECTION_UP : DIRECTION_DOWN;
}

/**
 * calculate the absolute distance between two points
 * @param {Object} p1 {x, y}
 * @param {Object} p2 {x, y}
 * @param {Array} [props] containing x and y keys
 * @return {Number} distance
 */
function getDistance(p1, p2, props) {
    if (!props) {
        props = PROPS_XY;
    }
    var x = p2[props[0]] - p1[props[0]],
        y = p2[props[1]] - p1[props[1]];

    return Math.sqrt((x * x) + (y * y));
}

/**
 * calculate the angle between two coordinates
 * @param {Object} p1
 * @param {Object} p2
 * @param {Array} [props] containing x and y keys
 * @return {Number} angle
 */
function getAngle(p1, p2, props) {
    if (!props) {
        props = PROPS_XY;
    }
    var x = p2[props[0]] - p1[props[0]],
        y = p2[props[1]] - p1[props[1]];
    return Math.atan2(y, x) * 180 / Math.PI;
}

/**
 * calculate the rotation degrees between two pointersets
 * @param {Array} start array of pointers
 * @param {Array} end array of pointers
 * @return {Number} rotation
 */
function getRotation(start, end) {
    return getAngle(end[1], end[0], PROPS_CLIENT_XY) + getAngle(start[1], start[0], PROPS_CLIENT_XY);
}

/**
 * calculate the scale factor between two pointersets
 * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out
 * @param {Array} start array of pointers
 * @param {Array} end array of pointers
 * @return {Number} scale
 */
function getScale(start, end) {
    return getDistance(end[0], end[1], PROPS_CLIENT_XY) / getDistance(start[0], start[1], PROPS_CLIENT_XY);
}