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variables\n\t */\n\n\t // last used input type\n\t var currentInput = 'initial';\n\n\t // last used input intent\n\t var currentIntent = null;\n\n\t // cache document.documentElement\n\t var doc = document.documentElement;\n\n\t // form input types\n\t var formInputs = ['input', 'select', 'textarea'];\n\n\t var functionList = [];\n\n\t // list of modifier keys commonly used with the mouse and\n\t // can be safely ignored to prevent false keyboard detection\n\t var ignoreMap = [16, // shift\n\t 17, // control\n\t 18, // alt\n\t 91, // Windows key / left Apple cmd\n\t 93 // Windows menu / right Apple cmd\n\t ];\n\n\t // list of keys for which we change intent even for form inputs\n\t var changeIntentMap = [9 // tab\n\t ];\n\n\t // mapping of events to input types\n\t var inputMap = {\n\t keydown: 'keyboard',\n\t keyup: 'keyboard',\n\t mousedown: 'mouse',\n\t mousemove: 'mouse',\n\t MSPointerDown: 'pointer',\n\t MSPointerMove: 'pointer',\n\t pointerdown: 'pointer',\n\t pointermove: 'pointer',\n\t touchstart: 'touch'\n\t };\n\n\t // array of all used input types\n\t var inputTypes = [];\n\n\t // boolean: true if touch buffer is active\n\t var isBuffering = false;\n\n\t // boolean: true if the page is being scrolled\n\t var isScrolling = false;\n\n\t // store current mouse position\n\t var mousePos = {\n\t x: null,\n\t y: null\n\t };\n\n\t // map of IE 10 pointer events\n\t var pointerMap = {\n\t 2: 'touch',\n\t 3: 'touch', // treat pen like touch\n\t 4: 'mouse'\n\t };\n\n\t var supportsPassive = false;\n\n\t try {\n\t var opts = Object.defineProperty({}, 'passive', {\n\t get: function get() {\n\t supportsPassive = true;\n\t }\n\t });\n\n\t window.addEventListener('test', null, opts);\n\t } catch (e) {}\n\n\t /*\n\t * set up\n\t */\n\n\t var setUp = function setUp() {\n\t // add correct mouse wheel event mapping to `inputMap`\n\t inputMap[detectWheel()] = 'mouse';\n\n\t addListeners();\n\t setInput();\n\t };\n\n\t /*\n\t * events\n\t */\n\n\t var addListeners = function addListeners() {\n\t // `pointermove`, `MSPointerMove`, `mousemove` and mouse wheel event binding\n\t // can only demonstrate potential, but not actual, interaction\n\t // and are treated separately\n\n\t // pointer events (mouse, pen, touch)\n\t if (window.PointerEvent) {\n\t doc.addEventListener('pointerdown', updateInput);\n\t doc.addEventListener('pointermove', setIntent);\n\t } else if (window.MSPointerEvent) {\n\t doc.addEventListener('MSPointerDown', updateInput);\n\t doc.addEventListener('MSPointerMove', setIntent);\n\t } else {\n\t // mouse events\n\t doc.addEventListener('mousedown', updateInput);\n\t doc.addEventListener('mousemove', setIntent);\n\n\t // touch events\n\t if ('ontouchstart' in window) {\n\t doc.addEventListener('touchstart', touchBuffer);\n\t doc.addEventListener('touchend', touchBuffer);\n\t }\n\t }\n\n\t // mouse wheel\n\t doc.addEventListener(detectWheel(), setIntent, supportsPassive ? { passive: true } : false);\n\n\t // keyboard events\n\t doc.addEventListener('keydown', updateInput);\n\t doc.addEventListener('keyup', updateInput);\n\t };\n\n\t // checks conditions before updating new input\n\t var updateInput = function updateInput(event) {\n\t // only execute if the touch buffer timer isn't running\n\t if (!isBuffering) {\n\t var eventKey = event.which;\n\t var value = inputMap[event.type];\n\t if (value === 'pointer') value = pointerType(event);\n\n\t if (currentInput !== value || currentIntent !== value) {\n\t var activeElem = document.activeElement;\n\t var activeInput = false;\n\t var notFormInput = activeElem && activeElem.nodeName && formInputs.indexOf(activeElem.nodeName.toLowerCase()) === -1;\n\n\t if (notFormInput || changeIntentMap.indexOf(eventKey) !== -1) {\n\t activeInput = true;\n\t }\n\n\t if (value === 'touch' ||\n\t // ignore mouse modifier keys\n\t value === 'mouse' ||\n\t // don't switch if the current element is a form input\n\t value === 'keyboard' && eventKey && activeInput && ignoreMap.indexOf(eventKey) === -1) {\n\t // set the current and catch-all variable\n\t currentInput = currentIntent = value;\n\n\t setInput();\n\t }\n\t }\n\t }\n\t };\n\n\t // updates the doc and `inputTypes` array with new input\n\t var setInput = function setInput() {\n\t doc.setAttribute('data-whatinput', currentInput);\n\t doc.setAttribute('data-whatintent', currentInput);\n\n\t if (inputTypes.indexOf(currentInput) === -1) {\n\t inputTypes.push(currentInput);\n\t doc.className += ' whatinput-types-' + currentInput;\n\t }\n\n\t fireFunctions('input');\n\t };\n\n\t // updates input intent for `mousemove` and `pointermove`\n\t var setIntent = function setIntent(event) {\n\t // test to see if `mousemove` happened relative to the screen\n\t // to detect scrolling versus mousemove\n\t if (mousePos['x'] !== event.screenX || mousePos['y'] !== event.screenY) {\n\t isScrolling = false;\n\n\t mousePos['x'] = event.screenX;\n\t mousePos['y'] = event.screenY;\n\t } else {\n\t isScrolling = true;\n\t }\n\n\t // only execute if the touch buffer timer isn't running\n\t // or scrolling isn't happening\n\t if (!isBuffering && !isScrolling) {\n\t var value = inputMap[event.type];\n\t if (value === 'pointer') value = pointerType(event);\n\n\t if (currentIntent !== value) {\n\t currentIntent = value;\n\n\t doc.setAttribute('data-whatintent', currentIntent);\n\n\t fireFunctions('intent');\n\t }\n\t }\n\t };\n\n\t // buffers touch events because they frequently also fire mouse events\n\t var touchBuffer = function touchBuffer(event) {\n\t if (event.type === 'touchstart') {\n\t isBuffering = false;\n\n\t // set the current input\n\t updateInput(event);\n\t } else {\n\t isBuffering = true;\n\t }\n\t };\n\n\t var fireFunctions = function fireFunctions(type) {\n\t for (var i = 0, len = functionList.length; i < len; i++) {\n\t if (functionList[i].type === type) {\n\t functionList[i].fn.call(undefined, currentIntent);\n\t }\n\t }\n\t };\n\n\t /*\n\t * utilities\n\t */\n\n\t var 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