var app = angular.module('plunker', ['ngTagsInput','ngTouch']);

app.controller('MainCtrl', function($scope, $http) {
  $scope.tags = [
    { text: 'Tag1' },
    { text: 'Tag2' },
    { text: 'Tag3' }
  ];
});
<!DOCTYPE html>
<html ng-app="plunker">

  <head>
    <meta charset="utf-8" />
    <title>AngularJS Plunker</title>
    <script data-require="angular.js@~1.4.3" data-semver="1.4.5" src="https://ajax.googleapis.com/ajax/libs/angularjs/1.4.5/angular.min.js"></script>
    <script src="angular-touch.js"></script>
    <script>document.write('<base href="' + document.location + '" />');</script>
    <link rel="stylesheet" href="style.css" />
    <link rel="stylesheet" href="http://mbenford.github.io/ngTagsInput/css/ng-tags-input.min.css" />
    <script src="https://ajax.googleapis.com/ajax/libs/angularjs/1.4.2/angular.min.js"></script>
    <script src="http://mbenford.github.io/ngTagsInput/js/ng-tags-input.min.js"></script>
    <script src="app.js"></script>
  </head>

  <body ng-controller="MainCtrl">
    <tags-input ng-model="tags"></tags-input>
    <p>Model: {{tags}}</p>
    <br><br><br>
    <textarea>This is a textarea</textarea>
  </body>

</html>
/**
 * @license AngularJS v1.4.5
 * (c) 2010-2015 Google, Inc. http://angularjs.org
 * License: MIT
 */
(function(window, angular, undefined) {'use strict';

  /**
   * @ngdoc module
   * @name ngTouch
   * @description
   *
   * # ngTouch
   *
   * The `ngTouch` module provides touch events and other helpers for touch-enabled devices.
   * The implementation is based on jQuery Mobile touch event handling
   * ([jquerymobile.com](http://jquerymobile.com/)).
   *
   *
   * See {@link ngTouch.$swipe `$swipe`} for usage.
   *
   * <div doc-module-components="ngTouch"></div>
   *
   */

// define ngTouch module
  /* global -ngTouch */
  var ngTouch = angular.module('ngTouch', []);

  function nodeName_(element) {
    return angular.lowercase(element.nodeName || (element[0] && element[0].nodeName));
  }

  /* global ngTouch: false */

  /**
   * @ngdoc service
   * @name $swipe
   *
   * @description
   * The `$swipe` service is a service that abstracts the messier details of hold-and-drag swipe
   * behavior, to make implementing swipe-related directives more convenient.
   *
   * Requires the {@link ngTouch `ngTouch`} module to be installed.
   *
   * `$swipe` is used by the `ngSwipeLeft` and `ngSwipeRight` directives in `ngTouch`, and by
   * `ngCarousel` in a separate component.
   *
   * # Usage
   * The `$swipe` service is an object with a single method: `bind`. `bind` takes an element
   * which is to be watched for swipes, and an object with four handler functions. See the
   * documentation for `bind` below.
   */

  ngTouch.factory('$swipe', [function() {
    // The total distance in any direction before we make the call on swipe vs. scroll.
    var MOVE_BUFFER_RADIUS = 10;

    var POINTER_EVENTS = {
      'mouse': {
        start: 'mousedown',
        move: 'mousemove',
        end: 'mouseup'
      },
      'touch': {
        start: 'touchstart',
        move: 'touchmove',
        end: 'touchend',
        cancel: 'touchcancel'
      }
    };

    function getCoordinates(event) {
      var originalEvent = event.originalEvent || event;
      var touches = originalEvent.touches && originalEvent.touches.length ? originalEvent.touches : [originalEvent];
      var e = (originalEvent.changedTouches && originalEvent.changedTouches[0]) || touches[0];

      return {
        x: e.clientX,
        y: e.clientY
      };
    }

    function getEvents(pointerTypes, eventType) {
      var res = [];
      angular.forEach(pointerTypes, function(pointerType) {
        var eventName = POINTER_EVENTS[pointerType][eventType];
        if (eventName) {
          res.push(eventName);
        }
      });
      return res.join(' ');
    }

    return {
      /**
       * @ngdoc method
       * @name $swipe#bind
       *
       * @description
       * The main method of `$swipe`. It takes an element to be watched for swipe motions, and an
       * object containing event handlers.
       * The pointer types that should be used can be specified via the optional
       * third argument, which is an array of strings `'mouse'` and `'touch'`. By default,
       * `$swipe` will listen for `mouse` and `touch` events.
       *
       * The four events are `start`, `move`, `end`, and `cancel`. `start`, `move`, and `end`
       * receive as a parameter a coordinates object of the form `{ x: 150, y: 310 }` and the raw
       * `event`. `cancel` receives the raw `event` as its single parameter.
       *
       * `start` is called on either `mousedown` or `touchstart`. After this event, `$swipe` is
       * watching for `touchmove` or `mousemove` events. These events are ignored until the total
       * distance moved in either dimension exceeds a small threshold.
       *
       * Once this threshold is exceeded, either the horizontal or vertical delta is greater.
       * - If the horizontal distance is greater, this is a swipe and `move` and `end` events follow.
       * - If the vertical distance is greater, this is a scroll, and we let the browser take over.
       *   A `cancel` event is sent.
       *
       * `move` is called on `mousemove` and `touchmove` after the above logic has determined that
       * a swipe is in progress.
       *
       * `end` is called when a swipe is successfully completed with a `touchend` or `mouseup`.
       *
       * `cancel` is called either on a `touchcancel` from the browser, or when we begin scrolling
       * as described above.
       *
       */
      bind: function(element, eventHandlers, pointerTypes) {
        // Absolute total movement, used to control swipe vs. scroll.
        var totalX, totalY;
        // Coordinates of the start position.
        var startCoords;
        // Last event's position.
        var lastPos;
        // Whether a swipe is active.
        var active = false;

        pointerTypes = pointerTypes || ['mouse', 'touch'];
        element.on(getEvents(pointerTypes, 'start'), function(event) {
          startCoords = getCoordinates(event);
          active = true;
          totalX = 0;
          totalY = 0;
          lastPos = startCoords;
          eventHandlers['start'] && eventHandlers['start'](startCoords, event);
        });
        var events = getEvents(pointerTypes, 'cancel');
        if (events) {
          element.on(events, function(event) {
            active = false;
            eventHandlers['cancel'] && eventHandlers['cancel'](event);
          });
        }

        element.on(getEvents(pointerTypes, 'move'), function(event) {
          if (!active) return;

          // Android will send a touchcancel if it thinks we're starting to scroll.
          // So when the total distance (+ or - or both) exceeds 10px in either direction,
          // we either:
          // - On totalX > totalY, we send preventDefault() and treat this as a swipe.
          // - On totalY > totalX, we let the browser handle it as a scroll.

          if (!startCoords) return;
          var coords = getCoordinates(event);

          totalX += Math.abs(coords.x - lastPos.x);
          totalY += Math.abs(coords.y - lastPos.y);

          lastPos = coords;

          if (totalX < MOVE_BUFFER_RADIUS && totalY < MOVE_BUFFER_RADIUS) {
            return;
          }

          // One of totalX or totalY has exceeded the buffer, so decide on swipe vs. scroll.
          if (totalY > totalX) {
            // Allow native scrolling to take over.
            active = false;
            eventHandlers['cancel'] && eventHandlers['cancel'](event);
            return;
          } else {
            // Prevent the browser from scrolling.
            event.preventDefault();
            eventHandlers['move'] && eventHandlers['move'](coords, event);
          }
        });

        element.on(getEvents(pointerTypes, 'end'), function(event) {
          if (!active) return;
          active = false;
          eventHandlers['end'] && eventHandlers['end'](getCoordinates(event), event);
        });
      }
    };
  }]);

  /* global ngTouch: false,
   nodeName_: false
   */

  /**
   * @ngdoc directive
   * @name ngClick
   *
   * @description
   * A more powerful replacement for the default ngClick designed to be used on touchscreen
   * devices. Most mobile browsers wait about 300ms after a tap-and-release before sending
   * the click event. This version handles them immediately, and then prevents the
   * following click event from propagating.
   *
   * Requires the {@link ngTouch `ngTouch`} module to be installed.
   *
   * This directive can fall back to using an ordinary click event, and so works on desktop
   * browsers as well as mobile.
   *
   * This directive also sets the CSS class `ng-click-active` while the element is being held
   * down (by a mouse click or touch) so you can restyle the depressed element if you wish.
   *
   * @element ANY
   * @param {expression} ngClick {@link guide/expression Expression} to evaluate
   * upon tap. (Event object is available as `$event`)
   *
   * @example
   <example module="ngClickExample" deps="angular-touch.js">
   <file name="index.html">
   <button ng-click="count = count + 1" ng-init="count=0">
   Increment
   </button>
   count: {{ count }}
   </file>
   <file name="script.js">
   angular.module('ngClickExample', ['ngTouch']);
   </file>
   </example>
   */

  ngTouch.config(['$provide', function($provide) {
    $provide.decorator('ngClickDirective', ['$delegate', function($delegate) {
      // drop the default ngClick directive
      $delegate.shift();
      return $delegate;
    }]);
  }]);

  ngTouch.directive('ngClick', ['$parse', '$timeout', '$rootElement',
    function($parse, $timeout, $rootElement) {
      var TAP_DURATION = 750; // Shorter than 750ms is a tap, longer is a taphold or drag.
      var MOVE_TOLERANCE = 12; // 12px seems to work in most mobile browsers.
      var PREVENT_DURATION = 2500; // 2.5 seconds maximum from preventGhostClick call to click
      var CLICKBUSTER_THRESHOLD = 25; // 25 pixels in any dimension is the limit for busting clicks.

      var ACTIVE_CLASS_NAME = 'ng-click-active';
      var lastPreventedTime;
      var touchCoordinates;
      var lastLabelClickCoordinates;


      // TAP EVENTS AND GHOST CLICKS
      //
      // Why tap events?
      // Mobile browsers detect a tap, then wait a moment (usually ~300ms) to see if you're
      // double-tapping, and then fire a click event.
      //
      // This delay sucks and makes mobile apps feel unresponsive.
      // So we detect touchstart, touchcancel and touchend ourselves and determine when
      // the user has tapped on something.
      //
      // What happens when the browser then generates a click event?
      // The browser, of course, also detects the tap and fires a click after a delay. This results in
      // tapping/clicking twice. We do "clickbusting" to prevent it.
      //
      // How does it work?
      // We attach global touchstart and click handlers, that run during the capture (early) phase.
      // So the sequence for a tap is:
      // - global touchstart: Sets an "allowable region" at the point touched.
      // - element's touchstart: Starts a touch
      // (- touchcancel ends the touch, no click follows)
      // - element's touchend: Determines if the tap is valid (didn't move too far away, didn't hold
      //   too long) and fires the user's tap handler. The touchend also calls preventGhostClick().
      // - preventGhostClick() removes the allowable region the global touchstart created.
      // - The browser generates a click event.
      // - The global click handler catches the click, and checks whether it was in an allowable region.
      //     - If preventGhostClick was called, the region will have been removed, the click is busted.
      //     - If the region is still there, the click proceeds normally. Therefore clicks on links and
      //       other elements without ngTap on them work normally.
      //
      // This is an ugly, terrible hack!
      // Yeah, tell me about it. The alternatives are using the slow click events, or making our users
      // deal with the ghost clicks, so I consider this the least of evils. Fortunately Angular
      // encapsulates this ugly logic away from the user.
      //
      // Why not just put click handlers on the element?
      // We do that too, just to be sure. If the tap event caused the DOM to change,
      // it is possible another element is now in that position. To take account for these possibly
      // distinct elements, the handlers are global and care only about coordinates.

      // Checks if the coordinates are close enough to be within the region.
      function hit(x1, y1, x2, y2) {
        return Math.abs(x1 - x2) < CLICKBUSTER_THRESHOLD && Math.abs(y1 - y2) < CLICKBUSTER_THRESHOLD;
      }

      // Checks a list of allowable regions against a click location.
      // Returns true if the click should be allowed.
      // Splices out the allowable region from the list after it has been used.
      function checkAllowableRegions(touchCoordinates, x, y) {
        for (var i = 0; i < touchCoordinates.length; i += 2) {
          if (hit(touchCoordinates[i], touchCoordinates[i + 1], x, y)) {
            touchCoordinates.splice(i, i + 2);
            return true; // allowable region
          }
        }
        return false; // No allowable region; bust it.
      }

      // Global click handler that prevents the click if it's in a bustable zone and preventGhostClick
      // was called recently.
      function onClick(event) {
        if (Date.now() - lastPreventedTime > PREVENT_DURATION) {
          return; // Too old.
        }

        // Get the node name of the target
        var nodeName = nodeName_(event.target);

        var touches = event.touches && event.touches.length ? event.touches : [event];
        var x = touches[0].clientX;
        var y = touches[0].clientY;
        // Work around desktop Webkit quirk where clicking a label will fire two clicks (on the label
        // and on the input element). Depending on the exact browser, this second click we don't want
        // to bust has either (0,0), negative coordinates, or coordinates equal to triggering label
        // click event
        if (x < 1 && y < 1) {
          return; // offscreen
        }
        if (lastLabelClickCoordinates &&
           lastLabelClickCoordinates[0] === x && lastLabelClickCoordinates[1] === y) {
          return; // input click triggered by label click
        }
        // reset label click coordinates on first subsequent click
        if (lastLabelClickCoordinates) {
          lastLabelClickCoordinates = null;
        }
        // remember label click coordinates to prevent click busting of trigger click event on input
        if (nodeName === 'label') {
          lastLabelClickCoordinates = [x, y];
        }

        // Look for an allowable region containing this click.
        // If we find one, that means it was created by touchstart and not removed by
        // preventGhostClick, so we don't bust it.
        if (checkAllowableRegions(touchCoordinates, x, y)) {
          return;
        }

        // If we didn't find an allowable region, bust the click.
        event.stopPropagation();
        event.preventDefault();

        // Check if the target node is not of the type input.
        // All targets should be blurred except input to prevent the keyboard from
        // bouncing in and out and sometimes not showing.
        if(nodeName !== 'input' && nodeName !== 'textarea') {
          // Blur focused form elements
          event.target && event.target.blur && event.target.blur();
        }

      }


      // Global touchstart handler that creates an allowable region for a click event.
      // This allowable region can be removed by preventGhostClick if we want to bust it.
      function onTouchStart(event) {
        var touches = event.touches && event.touches.length ? event.touches : [event];
        var x = touches[0].clientX;
        var y = touches[0].clientY;
        touchCoordinates.push(x, y);

        $timeout(function() {
          // Remove the allowable region.
          for (var i = 0; i < touchCoordinates.length; i += 2) {
            if (touchCoordinates[i] == x && touchCoordinates[i + 1] == y) {
              touchCoordinates.splice(i, i + 2);
              return;
            }
          }
        }, PREVENT_DURATION, false);
      }

      // On the first call, attaches some event handlers. Then whenever it gets called, it creates a
      // zone around the touchstart where clicks will get busted.
      function preventGhostClick(x, y) {
        if (!touchCoordinates) {
          $rootElement[0].addEventListener('click', onClick, true);
          $rootElement[0].addEventListener('touchstart', onTouchStart, true);
          touchCoordinates = [];
        }

        lastPreventedTime = Date.now();

        checkAllowableRegions(touchCoordinates, x, y);
      }

      // Actual linking function.
      return function(scope, element, attr) {
        var clickHandler = $parse(attr.ngClick),
           tapping = false,
           tapElement,  // Used to blur the element after a tap.
           startTime,   // Used to check if the tap was held too long.
           touchStartX,
           touchStartY;

        function resetState() {
          tapping = false;
          element.removeClass(ACTIVE_CLASS_NAME);
        }

        element.on('touchstart', function(event) {
          tapping = true;
          tapElement = event.target ? event.target : event.srcElement; // IE uses srcElement.
          // Hack for Safari, which can target text nodes instead of containers.
          if (tapElement.nodeType == 3) {
            tapElement = tapElement.parentNode;
          }

          element.addClass(ACTIVE_CLASS_NAME);

          startTime = Date.now();

          // Use jQuery originalEvent
          var originalEvent = event.originalEvent || event;
          var touches = originalEvent.touches && originalEvent.touches.length ? originalEvent.touches : [originalEvent];
          var e = touches[0];
          touchStartX = e.clientX;
          touchStartY = e.clientY;
        });

        element.on('touchcancel', function(event) {
          resetState();
        });

        element.on('touchend', function(event) {
          var diff = Date.now() - startTime;
          var nodeName = nodeName_(event.target);

          // Use jQuery originalEvent
          var originalEvent = event.originalEvent || event;
          var touches = (originalEvent.changedTouches && originalEvent.changedTouches.length) ?
             originalEvent.changedTouches :
             ((originalEvent.touches && originalEvent.touches.length) ? originalEvent.touches : [originalEvent]);
          var e = touches[0];
          var x = e.clientX;
          var y = e.clientY;
          var dist = Math.sqrt(Math.pow(x - touchStartX, 2) + Math.pow(y - touchStartY, 2));

          if (tapping && diff < TAP_DURATION && dist < MOVE_TOLERANCE) {
            // Call preventGhostClick so the clickbuster will catch the corresponding click.
            preventGhostClick(x, y);

            // Blur the focused element (the button, probably) before firing the callback.
            // This doesn't work perfectly on Android Chrome, but seems to work elsewhere.
            // I couldn't get anything to work reliably on Android Chrome.
            // Make sure the tapElement isn't of type input to prevent the keyboard from
            // bouncing and possibly not showing without a few attempted clicks.
            if (tapElement && nodeName !== 'input' && nodeName !== 'textarea') {
              tapElement.blur();
            }

            if (!angular.isDefined(attr.disabled) || attr.disabled === false) {
              element.triggerHandler('click', [event]);
            }
          }

          resetState();
        });

        // Hack for iOS Safari's benefit. It goes searching for onclick handlers and is liable to click
        // something else nearby.
        element.onclick = function(event) { };

        // Actual click handler.
        // There are three different kinds of clicks, only two of which reach this point.
        // - On desktop browsers without touch events, their clicks will always come here.
        // - On mobile browsers, the simulated "fast" click will call this.
        // - But the browser's follow-up slow click will be "busted" before it reaches this handler.
        // Therefore it's safe to use this directive on both mobile and desktop.
        element.on('click', function(event, touchend) {
          scope.$apply(function() {
            clickHandler(scope, {$event: (touchend || event)});
          });
        });

        element.on('mousedown', function(event) {
          element.addClass(ACTIVE_CLASS_NAME);
        });

        element.on('mousemove mouseup', function(event) {
          element.removeClass(ACTIVE_CLASS_NAME);
        });

      };
    }]);

  /* global ngTouch: false */

  /**
   * @ngdoc directive
   * @name ngSwipeLeft
   *
   * @description
   * Specify custom behavior when an element is swiped to the left on a touchscreen device.
   * A leftward swipe is a quick, right-to-left slide of the finger.
   * Though ngSwipeLeft is designed for touch-based devices, it will work with a mouse click and drag
   * too.
   *
   * To disable the mouse click and drag functionality, add `ng-swipe-disable-mouse` to
   * the `ng-swipe-left` or `ng-swipe-right` DOM Element.
   *
   * Requires the {@link ngTouch `ngTouch`} module to be installed.
   *
   * @element ANY
   * @param {expression} ngSwipeLeft {@link guide/expression Expression} to evaluate
   * upon left swipe. (Event object is available as `$event`)
   *
   * @example
   <example module="ngSwipeLeftExample" deps="angular-touch.js">
   <file name="index.html">
   <div ng-show="!showActions" ng-swipe-left="showActions = true">
   Some list content, like an email in the inbox
   </div>
   <div ng-show="showActions" ng-swipe-right="showActions = false">
   <button ng-click="reply()">Reply</button>
   <button ng-click="delete()">Delete</button>
   </div>
   </file>
   <file name="script.js">
   angular.module('ngSwipeLeftExample', ['ngTouch']);
   </file>
   </example>
   */

  /**
   * @ngdoc directive
   * @name ngSwipeRight
   *
   * @description
   * Specify custom behavior when an element is swiped to the right on a touchscreen device.
   * A rightward swipe is a quick, left-to-right slide of the finger.
   * Though ngSwipeRight is designed for touch-based devices, it will work with a mouse click and drag
   * too.
   *
   * Requires the {@link ngTouch `ngTouch`} module to be installed.
   *
   * @element ANY
   * @param {expression} ngSwipeRight {@link guide/expression Expression} to evaluate
   * upon right swipe. (Event object is available as `$event`)
   *
   * @example
   <example module="ngSwipeRightExample" deps="angular-touch.js">
   <file name="index.html">
   <div ng-show="!showActions" ng-swipe-left="showActions = true">
   Some list content, like an email in the inbox
   </div>
   <div ng-show="showActions" ng-swipe-right="showActions = false">
   <button ng-click="reply()">Reply</button>
   <button ng-click="delete()">Delete</button>
   </div>
   </file>
   <file name="script.js">
   angular.module('ngSwipeRightExample', ['ngTouch']);
   </file>
   </example>
   */

  function makeSwipeDirective(directiveName, direction, eventName) {
    ngTouch.directive(directiveName, ['$parse', '$swipe', function($parse, $swipe) {
      // The maximum vertical delta for a swipe should be less than 75px.
      var MAX_VERTICAL_DISTANCE = 75;
      // Vertical distance should not be more than a fraction of the horizontal distance.
      var MAX_VERTICAL_RATIO = 0.3;
      // At least a 30px lateral motion is necessary for a swipe.
      var MIN_HORIZONTAL_DISTANCE = 30;

      return function(scope, element, attr) {
        var swipeHandler = $parse(attr[directiveName]);

        var startCoords, valid;

        function validSwipe(coords) {
          // Check that it's within the coordinates.
          // Absolute vertical distance must be within tolerances.
          // Horizontal distance, we take the current X - the starting X.
          // This is negative for leftward swipes and positive for rightward swipes.
          // After multiplying by the direction (-1 for left, +1 for right), legal swipes
          // (ie. same direction as the directive wants) will have a positive delta and
          // illegal ones a negative delta.
          // Therefore this delta must be positive, and larger than the minimum.
          if (!startCoords) return false;
          var deltaY = Math.abs(coords.y - startCoords.y);
          var deltaX = (coords.x - startCoords.x) * direction;
          return valid && // Short circuit for already-invalidated swipes.
             deltaY < MAX_VERTICAL_DISTANCE &&
             deltaX > 0 &&
             deltaX > MIN_HORIZONTAL_DISTANCE &&
             deltaY / deltaX < MAX_VERTICAL_RATIO;
        }

        var pointerTypes = ['touch'];
        if (!angular.isDefined(attr['ngSwipeDisableMouse'])) {
          pointerTypes.push('mouse');
        }
        $swipe.bind(element, {
          'start': function(coords, event) {
            startCoords = coords;
            valid = true;
          },
          'cancel': function(event) {
            valid = false;
          },
          'end': function(coords, event) {
            if (validSwipe(coords)) {
              scope.$apply(function() {
                element.triggerHandler(eventName);
                swipeHandler(scope, {$event: event});
              });
            }
          }
        }, pointerTypes);
      };
    }]);
  }

// Left is negative X-coordinate, right is positive.
  makeSwipeDirective('ngSwipeLeft', -1, 'swipeleft');
  makeSwipeDirective('ngSwipeRight', 1, 'swiperight');



})(window, window.angular);