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https://www.cecc.ca/wp-content/themes/cccb/js/vendor/ScrollMagic.js?ver=7.0.6

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1/*!
2 * ScrollMagic v2.0.5 (2015-04-29)
3 * The javascript library for magical scroll interactions.
4 * (c) 2015 Jan Paepke (@janpaepke)
5 * Project Website: http://scrollmagic.io
6 * 
7 * @version 2.0.5
8 * @license Dual licensed under MIT license and GPL.
9 * @author Jan Paepke - [email protected]
10 *
11 * @file ScrollMagic main library.
12 */
13/**
14 * @namespace ScrollMagic
15 */
16(function (root, factory) {
17	if (typeof define === 'function' && define.amd) {
18		// AMD. Register as an anonymous module.
19		define(factory);
20	} else if (typeof exports === 'object') {
21		// CommonJS
22		module.exports = factory();
23	} else {
24		// Browser global
25		root.ScrollMagic = factory();
26	}
27}(this, function () {
28	"use strict";
29
30	var ScrollMagic = function () {
31		_util.log(2, '(COMPATIBILITY NOTICE) -> As of ScrollMagic 2.0.0 you need to use \'new ScrollMagic.Controller()\' to create a new controller instance. Use \'new ScrollMagic.Scene()\' to instance a scene.');
32	};
33
34	ScrollMagic.version = "2.0.5";
35
36	// TODO: temporary workaround for chrome's scroll jitter bug
37	window.addEventListener("mousewheel", function () {});
38
39	// global const
40	var PIN_SPACER_ATTRIBUTE = "data-scrollmagic-pin-spacer";
41
42	/**
43	 * The main class that is needed once per scroll container.
44	 *
45	 * @class
46	 *
47	 * @example
48	 * // basic initialization
49	 * var controller = new ScrollMagic.Controller();
50	 *
51	 * // passing options
52	 * var controller = new ScrollMagic.Controller({container: "#myContainer", loglevel: 3});
53	 *
54	 * @param {object} [options] - An object containing one or more options for the controller.
55	 * @param {(string|object)} [options.container=window] - A selector, DOM object that references the main container for scrolling.
56	 * @param {boolean} [options.vertical=true] - Sets the scroll mode to vertical (`true`) or horizontal (`false`) scrolling.
57	 * @param {object} [options.globalSceneOptions={}] - These options will be passed to every Scene that is added to the controller using the addScene method. For more information on Scene options see {@link ScrollMagic.Scene}.
58	 * @param {number} [options.loglevel=2] Loglevel for debugging. Note that logging is disabled in the minified version of ScrollMagic.
59	 ** `0` => silent
60	 ** `1` => errors
61	 ** `2` => errors, warnings
62	 ** `3` => errors, warnings, debuginfo
63	 * @param {boolean} [options.refreshInterval=100] - Some changes don't call events by default, like changing the container size or moving a scene trigger element.  
64	 This interval polls these parameters to fire the necessary events.  
65	 If you don't use custom containers, trigger elements or have static layouts, where the positions of the trigger elements don't change, you can set this to 0 disable interval checking and improve performance.
66	 *
67	 */
68	ScrollMagic.Controller = function (options) {
69/*
70	 * ----------------------------------------------------------------
71	 * settings
72	 * ----------------------------------------------------------------
73	 */
74		var
75		NAMESPACE = 'ScrollMagic.Controller',
76			SCROLL_DIRECTION_FORWARD = 'FORWARD',
77			SCROLL_DIRECTION_REVERSE = 'REVERSE',
78			SCROLL_DIRECTION_PAUSED = 'PAUSED',
79			DEFAULT_OPTIONS = CONTROLLER_OPTIONS.defaults;
80
81/*
82	 * ----------------------------------------------------------------
83	 * private vars
84	 * ----------------------------------------------------------------
85	 */
86		var
87		Controller = this,
88			_options = _util.extend({}, DEFAULT_OPTIONS, options),
89			_sceneObjects = [],
90			_updateScenesOnNextCycle = false,
91			// can be boolean (true => all scenes) or an array of scenes to be updated
92			_scrollPos = 0,
93			_scrollDirection = SCROLL_DIRECTION_PAUSED,
94			_isDocument = true,
95			_viewPortSize = 0,
96			_enabled = true,
97			_updateTimeout, _refreshTimeout;
98
99/*
100	 * ----------------------------------------------------------------
101	 * private functions
102	 * ----------------------------------------------------------------
103	 */
104
105		/**
106		 * Internal constructor function of the ScrollMagic Controller
107		 * @private
108		 */
109		var construct = function () {
110			for (var key in _options) {
111				if (!DEFAULT_OPTIONS.hasOwnProperty(key)) {
112					log(2, "WARNING: Unknown option \"" + key + "\"");
113					delete _options[key];
114				}
115			}
116			_options.container = _util.get.elements(_options.container)[0];
117			// check ScrollContainer
118			if (!_options.container) {
119				log(1, "ERROR creating object " + NAMESPACE + ": No valid scroll container supplied");
120				throw NAMESPACE + " init failed."; // cancel
121			}
122			_isDocument = _options.container === window || _options.container === document.body || !document.body.contains(_options.container);
123			// normalize to window
124			if (_isDocument) {
125				_options.container = window;
126			}
127			// update container size immediately
128			_viewPortSize = getViewportSize();
129			// set event handlers
130			_options.container.addEventListener("resize", onChange);
131			_options.container.addEventListener("scroll", onChange);
132
133			_options.refreshInterval = parseInt(_options.refreshInterval) || DEFAULT_OPTIONS.refreshInterval;
134			scheduleRefresh();
135
136			log(3, "added new " + NAMESPACE + " controller (v" + ScrollMagic.version + ")");
137		};
138
139		/**
140		 * Schedule the next execution of the refresh function
141		 * @private
142		 */
143		var scheduleRefresh = function () {
144			if (_options.refreshInterval > 0) {
145				_refreshTimeout = window.setTimeout(refresh, _options.refreshInterval);
146			}
147		};
148
149		/**
150		 * Default function to get scroll pos - overwriteable using `Controller.scrollPos(newFunction)`
151		 * @private
152		 */
153		var getScrollPos = function () {
154			return _options.vertical ? _util.get.scrollTop(_options.container) : _util.get.scrollLeft(_options.container);
155		};
156
157		/**
158		 * Returns the current viewport Size (width vor horizontal, height for vertical)
159		 * @private
160		 */
161		var getViewportSize = function () {
162			return _options.vertical ? _util.get.height(_options.container) : _util.get.width(_options.container);
163		};
164
165		/**
166		 * Default function to set scroll pos - overwriteable using `Controller.scrollTo(newFunction)`
167		 * Make available publicly for pinned mousewheel workaround.
168		 * @private
169		 */
170		var setScrollPos = this._setScrollPos = function (pos) {
171			if (_options.vertical) {
172				if (_isDocument) {
173					window.scrollTo(_util.get.scrollLeft(), pos);
174				} else {
175					_options.container.scrollTop = pos;
176				}
177			} else {
178				if (_isDocument) {
179					window.scrollTo(pos, _util.get.scrollTop());
180				} else {
181					_options.container.scrollLeft = pos;
182				}
183			}
184		};
185
186		/**
187		 * Handle updates in cycles instead of on scroll (performance)
188		 * @private
189		 */
190		var updateScenes = function () {
191			if (_enabled && _updateScenesOnNextCycle) {
192				// determine scenes to update
193				var scenesToUpdate = _util.type.Array(_updateScenesOnNextCycle) ? _updateScenesOnNextCycle : _sceneObjects.slice(0);
194				// reset scenes
195				_updateScenesOnNextCycle = false;
196				var oldScrollPos = _scrollPos;
197				// update scroll pos now instead of onChange, as it might have changed since scheduling (i.e. in-browser smooth scroll)
198				_scrollPos = Controller.scrollPos();
199				var deltaScroll = _scrollPos - oldScrollPos;
200				if (deltaScroll !== 0) { // scroll position changed?
201					_scrollDirection = (deltaScroll > 0) ? SCROLL_DIRECTION_FORWARD : SCROLL_DIRECTION_REVERSE;
202				}
203				// reverse order of scenes if scrolling reverse
204				if (_scrollDirection === SCROLL_DIRECTION_REVERSE) {
205					scenesToUpdate.reverse();
206				}
207				// update scenes
208				scenesToUpdate.forEach(function (scene, index) {
209					log(3, "updating Scene " + (index + 1) + "/" + scenesToUpdate.length + " (" + _sceneObjects.length + " total)");
210					scene.update(true);
211				});
212				if (scenesToUpdate.length === 0 && _options.loglevel >= 3) {
213					log(3, "updating 0 Scenes (nothing added to controller)");
214				}
215			}
216		};
217
218		/**
219		 * Initializes rAF callback
220		 * @private
221		 */
222		var debounceUpdate = function () {
223			_updateTimeout = _util.rAF(updateScenes);
224		};
225
226		/**
227		 * Handles Container changes
228		 * @private
229		 */
230		var onChange = function (e) {
231			log(3, "event fired causing an update:", e.type);
232			if (e.type == "resize") {
233				// resize
234				_viewPortSize = getViewportSize();
235				_scrollDirection = SCROLL_DIRECTION_PAUSED;
236			}
237			// schedule update
238			if (_updateScenesOnNextCycle !== true) {
239				_updateScenesOnNextCycle = true;
240				debounceUpdate();
241			}
242		};
243
244		var refresh = function () {
245			if (!_isDocument) {
246				// simulate resize event. Only works for viewport relevant param (performance)
247				if (_viewPortSize != getViewportSize()) {
248					var resizeEvent;
249					try {
250						resizeEvent = new Event('resize', {
251							bubbles: false,
252							cancelable: false
253						});
254					} catch (e) { // stupid IE
255						resizeEvent = document.createEvent("Event");
256						resizeEvent.initEvent("resize", false, false);
257					}
258					_options.container.dispatchEvent(resizeEvent);
259				}
260			}
261			_sceneObjects.forEach(function (scene, index) { // refresh all scenes
262				scene.refresh();
263			});
264			scheduleRefresh();
265		};
266
267		/**
268		 * Send a debug message to the console.
269		 * provided publicly with _log for plugins
270		 * @private
271		 *
272		 * @param {number} loglevel - The loglevel required to initiate output for the message.
273		 * @param {...mixed} output - One or more variables that should be passed to the console.
274		 */
275		var log = this._log = function (loglevel, output) {
276			if (_options.loglevel >= loglevel) {
277				Array.prototype.splice.call(arguments, 1, 0, "(" + NAMESPACE + ") ->");
278				_util.log.apply(window, arguments);
279			}
280		};
281		// for scenes we have getters for each option, but for the controller we don't, so we need to make it available externally for plugins
282		this._options = _options;
283
284		/**
285		 * Sort scenes in ascending order of their start offset.
286		 * @private
287		 *
288		 * @param {array} ScenesArray - an array of ScrollMagic Scenes that should be sorted
289		 * @return {array} The sorted array of Scenes.
290		 */
291		var sortScenes = function (ScenesArray) {
292			if (ScenesArray.length <= 1) {
293				return ScenesArray;
294			} else {
295				var scenes = ScenesArray.slice(0);
296				scenes.sort(function (a, b) {
297					return a.scrollOffset() > b.scrollOffset() ? 1 : -1;
298				});
299				return scenes;
300			}
301		};
302
303		/**
304		 * ----------------------------------------------------------------
305		 * public functions
306		 * ----------------------------------------------------------------
307		 */
308
309		/**
310		 * Add one ore more scene(s) to the controller.  
311		 * This is the equivalent to `Scene.addTo(controller)`.
312		 * @public
313		 * @example
314		 * // with a previously defined scene
315		 * controller.addScene(scene);
316		 *
317		 * // with a newly created scene.
318		 * controller.addScene(new ScrollMagic.Scene({duration : 0}));
319		 *
320		 * // adding multiple scenes
321		 * controller.addScene([scene, scene2, new ScrollMagic.Scene({duration : 0})]);
322		 *
323		 * @param {(ScrollMagic.Scene|array)} newScene - ScrollMagic Scene or Array of Scenes to be added to the controller.
324		 * @return {Controller} Parent object for chaining.
325		 */
326		this.addScene = function (newScene) {
327			if (_util.type.Array(newScene)) {
328				newScene.forEach(function (scene, index) {
329					Controller.addScene(scene);
330				});
331			} else if (newScene instanceof ScrollMagic.Scene) {
332				if (newScene.controller() !== Controller) {
333					newScene.addTo(Controller);
334				} else if (_sceneObjects.indexOf(newScene) < 0) {
335					// new scene
336					_sceneObjects.push(newScene); // add to array
337					_sceneObjects = sortScenes(_sceneObjects); // sort
338					newScene.on("shift.controller_sort", function () { // resort whenever scene moves
339						_sceneObjects = sortScenes(_sceneObjects);
340					});
341					// insert Global defaults.
342					for (var key in _options.globalSceneOptions) {
343						if (newScene[key]) {
344							newScene[key].call(newScene, _options.globalSceneOptions[key]);
345						}
346					}
347					log(3, "adding Scene (now " + _sceneObjects.length + " total)");
348				}
349			} else {
350				log(1, "ERROR: invalid argument supplied for '.addScene()'");
351			}
352			return Controller;
353		};
354
355		/**
356		 * Remove one ore more scene(s) from the controller.  
357		 * This is the equivalent to `Scene.remove()`.
358		 * @public
359		 * @example
360		 * // remove a scene from the controller
361		 * controller.removeScene(scene);
362		 *
363		 * // remove multiple scenes from the controller
364		 * controller.removeScene([scene, scene2, scene3]);
365		 *
366		 * @param {(ScrollMagic.Scene|array)} Scene - ScrollMagic Scene or Array of Scenes to be removed from the controller.
367		 * @returns {Controller} Parent object for chaining.
368		 */
369		this.removeScene = function (Scene) {
370			if (_util.type.Array(Scene)) {
371				Scene.forEach(function (scene, index) {
372					Controller.removeScene(scene);
373				});
374			} else {
375				var index = _sceneObjects.indexOf(Scene);
376				if (index > -1) {
377					Scene.off("shift.controller_sort");
378					_sceneObjects.splice(index, 1);
379					log(3, "removing Scene (now " + _sceneObjects.length + " left)");
380					Scene.remove();
381				}
382			}
383			return Controller;
384		};
385
386		/**
387		 * Update one ore more scene(s) according to the scroll position of the container.  
388		 * This is the equivalent to `Scene.update()`.  
389		 * The update method calculates the scene's start and end position (based on the trigger element, trigger hook, duration and offset) and checks it against the current scroll position of the container.  
390		 * It then updates the current scene state accordingly (or does nothing, if the state is already correct) – Pins will be set to their correct position and tweens will be updated to their correct progress.  
391		 * _**Note:** This method gets called constantly whenever Controller detects a change. The only application for you is if you change something outside of the realm of ScrollMagic, like moving the trigger or changing tween parameters._
392		 * @public
393		 * @example
394		 * // update a specific scene on next cycle
395		 * controller.updateScene(scene);
396		 *
397		 * // update a specific scene immediately
398		 * controller.updateScene(scene, true);
399		 *
400		 * // update multiple scenes scene on next cycle
401		 * controller.updateScene([scene1, scene2, scene3]);
402		 *
403		 * @param {ScrollMagic.Scene} Scene - ScrollMagic Scene or Array of Scenes that is/are supposed to be updated.
404		 * @param {boolean} [immediately=false] - If `true` the update will be instant, if `false` it will wait until next update cycle.  
405		 This is useful when changing multiple properties of the scene - this way it will only be updated once all new properties are set (updateScenes).
406		 * @return {Controller} Parent object for chaining.
407		 */
408		this.updateScene = function (Scene, immediately) {
409			if (_util.type.Array(Scene)) {
410				Scene.forEach(function (scene, index) {
411					Controller.updateScene(scene, immediately);
412				});
413			} else {
414				if (immediately) {
415					Scene.update(true);
416				} else if (_updateScenesOnNextCycle !== true && Scene instanceof ScrollMagic.Scene) { // if _updateScenesOnNextCycle is true, all connected scenes are already scheduled for update
417					// prep array for next update cycle
418					_updateScenesOnNextCycle = _updateScenesOnNextCycle || [];
419					if (_updateScenesOnNextCycle.indexOf(Scene) == -1) {
420						_updateScenesOnNextCycle.push(Scene);
421					}
422					_updateScenesOnNextCycle = sortScenes(_updateScenesOnNextCycle); // sort
423					debounceUpdate();
424				}
425			}
426			return Controller;
427		};
428
429		/**
430		 * Updates the controller params and calls updateScene on every scene, that is attached to the controller.  
431		 * See `Controller.updateScene()` for more information about what this means.  
432		 * In most cases you will not need this function, as it is called constantly, whenever ScrollMagic detects a state change event, like resize or scroll.  
433		 * The only application for this method is when ScrollMagic fails to detect these events.  
434		 * One application is with some external scroll libraries (like iScroll) that move an internal container to a negative offset instead of actually scrolling. In this case the update on the controller needs to be called whenever the child container's position changes.
435		 * For this case there will also be the need to provide a custom function to calculate the correct scroll position. See `Controller.scrollPos()` for details.
436		 * @public
437		 * @example
438		 * // update the controller on next cycle (saves performance due to elimination of redundant updates)
439		 * controller.update();
440		 *
441		 * // update the controller immediately
442		 * controller.update(true);
443		 *
444		 * @param {boolean} [immediately=false] - If `true` the update will be instant, if `false` it will wait until next update cycle (better performance)
445		 * @return {Controller} Parent object for chaining.
446		 */
447		this.update = function (immediately) {
448			onChange({
449				type: "resize"
450			}); // will update size and set _updateScenesOnNextCycle to true
451			if (immediately) {
452				updateScenes();
453			}
454			return Controller;
455		};
456
457		/**
458		 * Scroll to a numeric scroll offset, a DOM element, the start of a scene or provide an alternate method for scrolling.  
459		 * For vertical controllers it will change the top scroll offset and for horizontal applications it will change the left offset.
460		 * @public
461		 *
462		 * @since 1.1.0
463		 * @example
464		 * // scroll to an offset of 100
465		 * controller.scrollTo(100);
466		 *
467		 * // scroll to a DOM element
468		 * controller.scrollTo("#anchor");
469		 *
470		 * // scroll to the beginning of a scene
471		 * var scene = new ScrollMagic.Scene({offset: 200});
472		 * controller.scrollTo(scene);
473		 *
474		 * // define a new scroll position modification function (jQuery animate instead of jump)
475		 * controller.scrollTo(function (newScrollPos) {
476		 *	$("html, body").animate({scrollTop: newScrollPos});
477		 * });
478		 * controller.scrollTo(100); // call as usual, but the new function will be used instead
479		 *
480		 * // define a new scroll function with an additional parameter
481		 * controller.scrollTo(function (newScrollPos, message) {
482		 *  console.log(message);
483		 *	$(this).animate({scrollTop: newScrollPos});
484		 * });
485		 * // call as usual, but supply an extra parameter to the defined custom function
486		 * controller.scrollTo(100, "my message");
487		 *
488		 * // define a new scroll function with an additional parameter containing multiple variables
489		 * controller.scrollTo(function (newScrollPos, options) {
490		 *  someGlobalVar = options.a + options.b;
491		 *	$(this).animate({scrollTop: newScrollPos});
492		 * });
493		 * // call as usual, but supply an extra parameter containing multiple options
494		 * controller.scrollTo(100, {a: 1, b: 2});
495		 *
496		 * // define a new scroll function with a callback supplied as an additional parameter
497		 * controller.scrollTo(function (newScrollPos, callback) {
498		 *	$(this).animate({scrollTop: newScrollPos}, 400, "swing", callback);
499		 * });
500		 * // call as usual, but supply an extra parameter, which is used as a callback in the previously defined custom scroll function
501		 * controller.scrollTo(100, function() {
502		 *	console.log("scroll has finished.");
503		 * });
504		 *
505		 * @param {mixed} scrollTarget - The supplied argument can be one of these types:
506		 * 1. `number` -> The container will scroll to this new scroll offset.
507		 * 2. `string` or `object` -> Can be a selector or a DOM object.  
508		 *  The container will scroll to the position of this element.
509		 * 3. `ScrollMagic Scene` -> The container will scroll to the start of this scene.
510		 * 4. `function` -> This function will be used for future scroll position modifications.  
511		 *  This provides a way for you to change the behaviour of scrolling and adding new behaviour like animation. The function receives the new scroll position as a parameter and a reference to the container element using `this`.  
512		 *  It may also optionally receive an optional additional parameter (see below)  
513		 *  _**NOTE:**  
514		 *  All other options will still work as expected, using the new function to scroll._
515		 * @param {mixed} [additionalParameter] - If a custom scroll function was defined (see above 4.), you may want to supply additional parameters to it, when calling it. You can do this using this parameter – see examples for details. Please note, that this parameter will have no effect, if you use the default scrolling function.
516		 * @returns {Controller} Parent object for chaining.
517		 */
518		this.scrollTo = function (scrollTarget, additionalParameter) {
519			if (_util.type.Number(scrollTarget)) { // excecute
520				setScrollPos.call(_options.container, scrollTarget, additionalParameter);
521			} else if (scrollTarget instanceof ScrollMagic.Scene) { // scroll to scene
522				if (scrollTarget.controller() === Controller) { // check if the controller is associated with this scene
523					Controller.scrollTo(scrollTarget.scrollOffset(), additionalParameter);
524				} else {
525					log(2, "scrollTo(): The supplied scene does not belong to this controller. Scroll cancelled.", scrollTarget);
526				}
527			} else if (_util.type.Function(scrollTarget)) { // assign new scroll function
528				setScrollPos = scrollTarget;
529			} else { // scroll to element
530				var elem = _util.get.elements(scrollTarget)[0];
531				if (elem) {
532					// if parent is pin spacer, use spacer position instead so correct start position is returned for pinned elements.
533					while (elem.parentNode.hasAttribute(PIN_SPACER_ATTRIBUTE)) {
534						elem = elem.parentNode;
535					}
536
537					var
538					param = _options.vertical ? "top" : "left",
539						// which param is of interest ?
540						containerOffset = _util.get.offset(_options.container),
541						// container position is needed because element offset is returned in relation to document, not in relation to container.
542						elementOffset = _util.get.offset(elem);
543
544					if (!_isDocument) { // container is not the document root, so substract scroll Position to get correct trigger element position relative to scrollcontent
545						containerOffset[param] -= Controller.scrollPos();
546					}
547
548					Controller.scrollTo(elementOffset[param] - containerOffset[param], additionalParameter);
549				} else {
550					log(2, "scrollTo(): The supplied argument is invalid. Scroll cancelled.", scrollTarget);
551				}
552			}
553			return Controller;
554		};
555
556		/**
557		 * **Get** the current scrollPosition or **Set** a new method to calculate it.  
558		 * -> **GET**:
559		 * When used as a getter this function will return the current scroll position.  
560		 * To get a cached value use Controller.info("scrollPos"), which will be updated in the update cycle.  
561		 * For vertical controllers it will return the top scroll offset and for horizontal applications it will return the left offset.
562		 *
563		 * -> **SET**:
564		 * When used as a setter this method prodes a way to permanently overwrite the controller's scroll position calculation.  
565		 * A typical usecase is when the scroll position is not reflected by the containers scrollTop or scrollLeft values, but for example by the inner offset of a child container.  
566		 * Moving a child container inside a parent is a commonly used method for several scrolling frameworks, including iScroll.  
567		 * By providing an alternate calculation function you can make sure ScrollMagic receives the correct scroll position.  
568		 * Please also bear in mind that your function should return y values for vertical scrolls an x for horizontals.
569		 *
570		 * To change the current scroll position please use `Controller.scrollTo()`.
571		 * @public
572		 *
573		 * @example
574		 * // get the current scroll Position
575		 * var scrollPos = controller.scrollPos();
576		 *
577		 * // set a new scroll position calculation method
578		 * controller.scrollPos(function () {
579		 *	return this.info("vertical") ? -mychildcontainer.y : -mychildcontainer.x
580		 * });
581		 *
582		 * @param {function} [scrollPosMethod] - The function to be used for the scroll position calculation of the container.
583		 * @returns {(number|Controller)} Current scroll position or parent object for chaining.
584		 */
585		this.scrollPos = function (scrollPosMethod) {
586			if (!arguments.length) { // get
587				return getScrollPos.call(Controller);
588			} else { // set
589				if (_util.type.Function(scrollPosMethod)) {
590					getScrollPos = scrollPosMethod;
591				} else {
592					log(2, "Provided value for method 'scrollPos' is not a function. To change the current scroll position use 'scrollTo()'.");
593				}
594			}
595			return Controller;
596		};
597
598		/**
599		 * **Get** all infos or one in particular about the controller.
600		 * @public
601		 * @example
602		 * // returns the current scroll position (number)
603		 * var scrollPos = controller.info("scrollPos");
604		 *
605		 * // returns all infos as an object
606		 * var infos = controller.info();
607		 *
608		 * @param {string} [about] - If passed only this info will be returned instead of an object c
608ontaining all.  
609		 Valid options are:
610		 ** `"size"` => the current viewport size of the container
611		 ** `"vertical"` => true if vertical scrolling, otherwise false
612		 ** `"scrollPos"` => the current scroll position
613		 ** `"scrollDirection"` => the last known direction of the scroll
614		 ** `"container"` => the container element
615		 ** `"isDocument"` => true if container element is the document.
616		 * @returns {(mixed|object)} The requested info(s).
617		 */
618		this.info = function (about) {
619			var values = {
620				size: _viewPortSize,
621				// contains height or width (in regard to orientation);
622				vertical: _options.vertical,
623				scrollPos: _scrollPos,
624				scrollDirection: _scrollDirection,
625				container: _options.container,
626				isDocument: _isDocument
627			};
628			if (!arguments.length) { // get all as an object
629				return values;
630			} else if (values[about] !== undefined) {
631				return values[about];
632			} else {
633				log(1, "ERROR: option \"" + about + "\" is not available");
634				return;
635			}
636		};
637
638		/**
639		 * **Get** or **Set** the current loglevel option value.
640		 * @public
641		 *
642		 * @example
643		 * // get the current value
644		 * var loglevel = controller.loglevel();
645		 *
646		 * // set a new value
647		 * controller.loglevel(3);
648		 *
649		 * @param {number} [newLoglevel] - The new loglevel setting of the Controller. `[0-3]`
650		 * @returns {(number|Controller)} Current loglevel or parent object for chaining.
651		 */
652		this.loglevel = function (newLoglevel) {
653			if (!arguments.length) { // get
654				return _options.loglevel;
655			} else if (_options.loglevel != newLoglevel) { // set
656				_options.loglevel = newLoglevel;
657			}
658			return Controller;
659		};
660
661		/**
662		 * **Get** or **Set** the current enabled state of the controller.  
663		 * This can be used to disable all Scenes connected to the controller without destroying or removing them.
664		 * @public
665		 *
666		 * @example
667		 * // get the current value
668		 * var enabled = controller.enabled();
669		 *
670		 * // disable the controller
671		 * controller.enabled(false);
672		 *
673		 * @param {boolean} [newState] - The new enabled state of the controller `true` or `false`.
674		 * @returns {(boolean|Controller)} Current enabled state or parent object for chaining.
675		 */
676		this.enabled = function (newState) {
677			if (!arguments.length) { // get
678				return _enabled;
679			} else if (_enabled != newState) { // set
680				_enabled = !! newState;
681				Controller.updateScene(_sceneObjects, true);
682			}
683			return Controller;
684		};
685
686		/**
687		 * Destroy the Controller, all Scenes and everything.
688		 * @public
689		 *
690		 * @example
691		 * // without resetting the scenes
692		 * controller = controller.destroy();
693		 *
694		 * // with scene reset
695		 * controller = controller.destroy(true);
696		 *
697		 * @param {boolean} [resetScenes=false] - If `true` the pins and tweens (if existent) of all scenes will be reset.
698		 * @returns {null} Null to unset handler variables.
699		 */
700		this.destroy = function (resetScenes) {
701			window.clearTimeout(_refreshTimeout);
702			var i = _sceneObjects.length;
703			while (i--) {
704				_sceneObjects[i].destroy(resetScenes);
705			}
706			_options.container.removeEventListener("resize", onChange);
707			_options.container.removeEventListener("scroll", onChange);
708			_util.cAF(_updateTimeout);
709			log(3, "destroyed " + NAMESPACE + " (reset: " + (resetScenes ? "true" : "false") + ")");
710			return null;
711		};
712
713		// INIT
714		construct();
715		return Controller;
716	};
717
718	// store pagewide controller options
719	var CONTROLLER_OPTIONS = {
720		defaults: {
721			container: window,
722			vertical: true,
723			globalSceneOptions: {},
724			loglevel: 2,
725			refreshInterval: 100
726		}
727	};
728/*
729 * method used to add an option to ScrollMagic Scenes.
730 */
731	ScrollMagic.Controller.addOption = function (name, defaultValue) {
732		CONTROLLER_OPTIONS.defaults[name] = defaultValue;
733	};
734	// instance extension function for plugins
735	ScrollMagic.Controller.extend = function (extension) {
736		var oldClass = this;
737		ScrollMagic.Controller = function () {
738			oldClass.apply(this, arguments);
739			this.$super = _util.extend({}, this); // copy parent state
740			return extension.apply(this, arguments) || this;
741		};
742		_util.extend(ScrollMagic.Controller, oldClass); // copy properties
743		ScrollMagic.Controller.prototype = oldClass.prototype; // copy prototype
744		ScrollMagic.Controller.prototype.constructor = ScrollMagic.Controller; // restore constructor
745	};
746
747
748	/**
749	 * A Scene defines where the controller should react and how.
750	 *
751	 * @class
752	 *
753	 * @example
754	 * // create a standard scene and add it to a controller
755	 * new ScrollMagic.Scene()
756	 *		.addTo(controller);
757	 *
758	 * // create a scene with custom options and assign a handler to it.
759	 * var scene = new ScrollMagic.Scene({
760	 * 		duration: 100,
761	 *		offset: 200,
762	 *		triggerHook: "onEnter",
763	 *		reverse: false
764	 * });
765	 *
766	 * @param {object} [options] - Options for the Scene. The options can be updated at any time.  
767	 Instead of setting the options for each scene individually you can also set them globally in the controller as the controllers `globalSceneOptions` option. The object accepts the same properties as the ones below.  
768	 When a scene is added to the controller the options defined using the Scene constructor will be overwritten by those set in `globalSceneOptions`.
769	 * @param {(number|function)} [options.duration=0] - The duration of the scene. 
770	 If `0` tweens will auto-play when reaching the scene start point, pins will be pinned indefinetly starting at the start position.  
771	 A function retuning the duration value is also supported. Please see `Scene.duration()` for details.
772	 * @param {number} [options.offset=0] - Offset Value for the Trigger Position. If no triggerElement is defined this will be the scroll distance from the start of the page, after which the scene will start.
773	 * @param {(string|object)} [options.triggerElement=null] - Selector or DOM object that defines the start of the scene. If undefined the scene will start right at the start of the page (unless an offset is set).
774	 * @param {(number|string)} [options.triggerHook="onCenter"] - Can be a number between 0 and 1 defining the position of the trigger Hook in relation to the viewport.  
775	 Can also be defined using a string:
776	 ** `"onEnter"` => `1`
777	 ** `"onCenter"` => `0.5`
778	 ** `"onLeave"` => `0`
779	 * @param {boolean} [options.reverse=true] - Should the scene reverse, when scrolling up?
780	 * @param {number} [options.loglevel=2] - Loglevel for debugging. Note that logging is disabled in the minified version of ScrollMagic.
781	 ** `0` => silent
782	 ** `1` => errors
783	 ** `2` => errors, warnings
784	 ** `3` => errors, warnings, debuginfo
785	 * 
786	 */
787	ScrollMagic.Scene = function (options) {
788
789/*
790	 * ----------------------------------------------------------------
791	 * settings
792	 * ----------------------------------------------------------------
793	 */
794
795		var
796		NAMESPACE = 'ScrollMagic.Scene',
797			SCENE_STATE_BEFORE = 'BEFORE',
798			SCENE_STATE_DURING = 'DURING',
799			SCENE_STATE_AFTER = 'AFTER',
800			DEFAULT_OPTIONS = SCENE_OPTIONS.defaults;
801
802/*
803	 * ----------------------------------------------------------------
804	 * private vars
805	 * ----------------------------------------------------------------
806	 */
807
808		var
809		Scene = this,
810			_options = _util.extend({}, DEFAULT_OPTIONS, options),
811			_state = SCENE_STATE_BEFORE,
812			_progress = 0,
813			_scrollOffset = {
814				start: 0,
815				end: 0
816			},
817			// reflects the controllers's scroll position for the start and end of the scene respectively
818			_triggerPos = 0,
819			_enabled = true,
820			_durationUpdateMethod, _controller;
821
822		/**
823		 * Internal constructor function of the ScrollMagic Scene
824		 * @private
825		 */
826		var construct = function () {
827			for (var key in _options) { // check supplied options
828				if (!DEFAULT_OPTIONS.hasOwnProperty(key)) {
829					log(2, "WARNING: Unknown option \"" + key + "\"");
830					delete _options[key];
831				}
832			}
833			// add getters/setters for all possible options
834			for (var optionName in DEFAULT_OPTIONS) {
835				addSceneOption(optionName);
836			}
837			// validate all options
838			validateOption();
839		};
840
841/*
842 * ----------------------------------------------------------------
843 * Event Management
844 * ----------------------------------------------------------------
845 */
846
847		var _listeners = {};
848		/**
849		 * Scene start event.  
850		 * Fires whenever the scroll position its the starting point of the scene.  
851		 * It will also fire when scrolling back up going over the start position of the scene. If you want something to happen only when scrolling down/right, use the scrollDirection parameter passed to the callback.
852		 *
853		 * For details on this event and the order in which it is fired, please review the {@link Scene.progress} method.
854		 *
855		 * @event ScrollMagic.Scene#start
856		 *
857		 * @example
858		 * scene.on("start", function (event) {
859		 * 	console.log("Hit start point of scene.");
860		 * });
861		 *
862		 * @property {object} event - The event Object passed to each callback
863		 * @property {string} event.type - The name of the event
864		 * @property {Scene} event.target - The Scene object that triggered this event
865		 * @property {number} event.progress - Reflects the current progress of the scene
866		 * @property {string} event.state - The current state of the scene `"BEFORE"` or `"DURING"`
867		 * @property {string} event.scrollDirection - Indicates which way we are scrolling `"PAUSED"`, `"FORWARD"` or `"REVERSE"`
868		 */
869		/**
870		 * Scene end event.  
871		 * Fires whenever the scroll position its the ending point of the scene.  
872		 * It will also fire when scrolling back up from after the scene and going over its end position. If you want something to happen only when scrolling down/right, use the scrollDirection parameter passed to the callback.
873		 *
874		 * For details on this event and the order in which it is fired, please review the {@link Scene.progress} method.
875		 *
876		 * @event ScrollMagic.Scene#end
877		 *
878		 * @example
879		 * scene.on("end", function (event) {
880		 * 	console.log("Hit end point of scene.");
881		 * });
882		 *
883		 * @property {object} event - The event Object passed to each callback
884		 * @property {string} event.type - The name of the event
885		 * @property {Scene} event.target - The Scene object that triggered this event
886		 * @property {number} event.progress - Reflects the current progress of the scene
887		 * @property {string} event.state - The current state of the scene `"DURING"` or `"AFTER"`
888		 * @property {string} event.scrollDirection - Indicates which way we are scrolling `"PAUSED"`, `"FORWARD"` or `"REVERSE"`
889		 */
890		/**
891		 * Scene enter event.  
892		 * Fires whenever the scene enters the "DURING" state.  
893		 * Keep in mind that it doesn't matter if the scene plays forward or backward: This event al
893ways fires when the scene enters its active scroll timeframe, regardless of the scroll-direction.
894		 *
895		 * For details on this event and the order in which it is fired, please review the {@link Scene.progress} method.
896		 *
897		 * @event ScrollMagic.Scene#enter
898		 *
899		 * @example
900		 * scene.on("enter", function (event) {
901		 * 	console.log("Scene entered.");
902		 * });
903		 *
904		 * @property {object} event - The event Object passed to each callback
905		 * @property {string} event.type - The name of the event
906		 * @property {Scene} event.target - The Scene object that triggered this event
907		 * @property {number} event.progress - Reflects the current progress of the scene
908		 * @property {string} event.state - The current state of the scene - always `"DURING"`
909		 * @property {string} event.scrollDirection - Indicates which way we are scrolling `"PAUSED"`, `"FORWARD"` or `"REVERSE"`
910		 */
911		/**
912		 * Scene leave event.  
913		 * Fires whenever the scene's state goes from "DURING" to either "BEFORE" or "AFTER".  
914		 * Keep in mind that it doesn't matter if the scene plays forward or backward: This event always fires when the scene leaves its active scroll timeframe, regardless of the scroll-direction.
915		 *
916		 * For details on this event and the order in which it is fired, please review the {@link Scene.progress} method.
917		 *
918		 * @event ScrollMagic.Scene#leave
919		 *
920		 * @example
921		 * scene.on("leave", function (event) {
922		 * 	console.log("Scene left.");
923		 * });
924		 *
925		 * @property {object} event - The event Object passed to each callback
926		 * @property {string} event.type - The name of the event
927		 * @property {Scene} event.target - The Scene object that triggered this event
928		 * @property {number} event.progress - Reflects the current progress of the scene
929		 * @property {string} event.state - The current state of the scene `"BEFORE"` or `"AFTER"`
930		 * @property {string} event.scrollDirection - Indicates which way we are scrolling `"PAUSED"`, `"FORWARD"` or `"REVERSE"`
931		 */
932		/**
933		 * Scene update event.  
934		 * Fires whenever the scene is updated (but not necessarily changes the progress).
935		 *
936		 * @event ScrollMagic.Scene#update
937		 *
938		 * @example
939		 * scene.on("update", function (event) {
940		 * 	console.log("Scene updated.");
941		 * });
942		 *
943		 * @property {object} event - The event Object passed to each callback
944		 * @property {string} event.type - The name of the event
945		 * @property {Scene} event.target - The Scene object that triggered this event
946		 * @property {number} event.startPos - The starting position of the scene (in relation to the conainer)
947		 * @property {number} event.endPos - The ending position of the scene (in relation to the conainer)
948		 * @property {number} event.scrollPos - The current scroll position of the container
949		 */
950		/**
951		 * Scene progress event.  
952		 * Fires whenever the progress of the scene changes.
953		 *
954		 * For details on this event and the order in which it is fired, please review the {@link Scene.progress} method.
955		 *
956		 * @event ScrollMagic.Scene#progress
957		 *
958		 * @example
959		 * scene.on("progress", function (event) {
960		 * 	console.log("Scene progress changed to " + event.progress);
961		 * });
962		 *
963		 * @property {object} event - The event Object passed to each callback
964		 * @property {string} event.type - The name of the event
965		 * @property {Scene} event.target - The Scene object that triggered this event
966		 * @property {number} event.progress - Reflects the current progress of the scene
967		 * @property {string} event.state - The current state of the scene `"BEFORE"`, `"DURING"` or `"AFTER"`
968		 * @property {string} event.scrollDirection - Indicates which way we are scrolling `"PAUSED"`, `"FORWARD"` or `"REVERSE"`
969		 */
970		/**
971		 * Scene change event.  
972		 * Fires whenvever a property of the scene is changed.
973		 *
974		 * @event ScrollMagic.Scene#change
975		 *
976		 * @example
977		 * scene.on("change", function (event) {
978		 * 	console.log("Scene Property \"" + event.what + "\" changed to " + event.newval);
979		 * });
980		 *
981		 * @property {object} event - The event Object passed to each callback
982		 * @property {string} event.type - The name of the event
983		 * @property {Scene} event.target - The Scene object that triggered this event
984		 * @property {string} event.what - Indicates what value has been changed
985		 * @property {mixed} event.newval - The new value of the changed property
986		 */
987		/**
988		 * Scene shift event.  
989		 * Fires whenvever the start or end **scroll offset** of the scene change.
990		 * This happens explicitely, when one of these values change: `offset`, `duration` or `triggerHook`.
991		 * It will fire implicitly when the `triggerElement` changes, if the new element has a different position (most cases).
992		 * It will also fire implicitly when the size of the container changes and the triggerHook is anything other than `onLeave`.
993		 *
994		 * @event ScrollMagic.Scene#shift
995		 * @since 1.1.0
996		 *
997		 * @example
998		 * scene.on("shift", function (event) {
999		 * 	console.log("Scene moved, because the " + event.reason + " has changed.)");
1000		 * });
1001		 *
1002		 * @property {object} event - The event Object passed to each callback
1003		 * @property {string} event.type - The name of the event
1004		 * @property {Scene} event.target - The Scene object that triggered this event
1005		 * @property {string} event.reason - Indicates why the scene has shifted
1006		 */
1007		/**
1008		 * Scene destroy event.  
1009		 * Fires whenvever the scene is destroyed.
1010		 * This can be used to tidy up custom behaviour used in events.
1011		 *
1012		 * @event ScrollMagic.Scene#destroy
1013		 * @since 1.1.0
1014		 *
1015		 * @example
1016		 * scene.on("enter", function (event) {
1017		 *        // add custom action
1018		 *        $("#my-elem").left("200");
1019		 *      })
1020		 *      .on("destroy", function (event) {
1021		 *        // reset my element to start position
1022		 *        if (event.reset) {
1023		 *          $("#my-elem").left("0");
1024		 *        }
1025		 *      });
1026		 *
1027		 * @property {object} event - The event Object passed to each callback
1028		 * @property {string} event.type - The name of the event
1029		 * @property {Scene} event.target - The Scene object that triggered this event
1030		 * @property {boolean} event.reset - Indicates if the destroy method was called with reset `true` or `false`.
1031		 */
1032		/**
1033		 * Scene add event.  
1034		 * Fires when the scene is added to a controller.
1035		 * This is mostly used by plugins to know that change might be due.
1036		 *
1037		 * @event ScrollMagic.Scene#add
1038		 * @since 2.0.0
1039		 *
1040		 * @example
1041		 * scene.on("add", function (event) {
1042		 * 	console.log('Scene was added to a new controller.');
1043		 * });
1044		 *
1045		 * @property {object} event - The event Object passed to each callback
1046		 * @property {string} event.type - The name of the event
1047		 * @property {Scene} event.target - The Scene object that triggered this event
1048		 * @property {boolean} event.controller - The controller object the scene was added to.
1049		 */
1050		/**
1051		 * Scene remove event.  
1052		 * Fires when the scene is removed from a controller.
1053		 * This is mostly used by plugins to know that change might be due.
1054		 *
1055		 * @event ScrollMagic.Scene#remove
1056		 * @since 2.0.0
1057		 *
1058		 * @example
1059		 * scene.on("remove", function (event) {
1060		 * 	console.log('Scene was removed from its controller.');
1061		 * });
1062		 *
1063		 * @property {object} event - The event Object passed to each callback
1064		 * @property {string} event.type - The name of the event
1065		 * @property {Scene} event.target - The Scene object that triggered this event
1066		 */
1067
1068		/**
1069		 * Add one ore more event listener.  
1070		 * The callback function will be fired at the respective event, and an object c
1070ontaining relevant data will be passed to the callback.
1071		 * @method ScrollMagic.Scene#on
1072		 *
1073		 * @example
1074		 * function callback (event) {
1075		 * 		console.log("Event fired! (" + event.type + ")");
1076		 * }
1077		 * // add listeners
1078		 * scene.on("change update progress start end enter leave", callback);
1079		 *
1080		 * @param {string} names - The name or names of the event the callback should be attached to.
1081		 * @param {function} callback - A function that should be executed, when the event is dispatched. An event object will be passed to the callback.
1082		 * @returns {Scene} Parent object for chaining.
1083		 */
1084		this.on = function (names, callback) {
1085			if (_util.type.Function(callback)) {
1086				names = names.trim().split(' ');
1087				names.forEach(function (fullname) {
1088					var
1089					nameparts = fullname.split('.'),
1090						eventname = nameparts[0],
1091						namespace = nameparts[1];
1092					if (eventname != "*") { // disallow wildcards
1093						if (!_listeners[eventname]) {
1094							_listeners[eventname] = [];
1095						}
1096						_listeners[eventname].push({
1097							namespace: namespace || '',
1098							callback: callback
1099						});
1100					}
1101				});
1102			} else {
1103				log(1, "ERROR when calling '.on()': Supplied callback for '" + names + "' is not a valid function!");
1104			}
1105			return Scene;
1106		};
1107
1108		/**
1109		 * Remove one or more event listener.
1110		 * @method ScrollMagic.Scene#off
1111		 *
1112		 * @example
1113		 * function callback (event) {
1114		 * 		console.log("Event fired! (" + event.type + ")");
1115		 * }
1116		 * // add listeners
1117		 * scene.on("change update", callback);
1118		 * // remove listeners
1119		 * scene.off("change update", callback);
1120		 *
1121		 * @param {string} names - The name or names of the event that should be removed.
1122		 * @param {function} [callback] - A specific callback function that should be removed. If none is passed all callbacks to the event listener will be removed.
1123		 * @returns {Scene} Parent object for chaining.
1124		 */
1125		this.off = function (names, callback) {
1126			if (!names) {
1127				log(1, "ERROR: Invalid event name supplied.");
1128				return Scene;
1129			}
1130			names = names.trim().split(' ');
1131			names.forEach(function (fullname, key) {
1132				var
1133				nameparts = fullname.split('.'),
1134					eventname = nameparts[0],
1135					namespace = nameparts[1] || '',
1136					removeList = eventname === '*' ? Object.keys(_listeners) : [eventname];
1137				removeList.forEach(function (remove) {
1138					var
1139					list = _listeners[remove] || [],
1140						i = list.length;
1141					while (i--) {
1142						var listener = list[i];
1143						if (listener && (namespace === listener.namespace || namespace === '*') && (!callback || callback == listener.callback)) {
1144							list.splice(i, 1);
1145						}
1146					}
1147					if (!list.length) {
1148						delete _listeners[remove];
1149					}
1150				});
1151			});
1152			return Scene;
1153		};
1154
1155		/**
1156		 * Trigger an event.
1157		 * @method ScrollMagic.Scene#trigger
1158		 *
1159		 * @example
1160		 * this.trigger("change");
1161		 *
1162		 * @param {string} name - The name of the event that should be triggered.
1163		 * @param {object} [vars] - An object containing info that should be passed to the callback.
1164		 * @returns {Scene} Parent object for chaining.
1165		 */
1166		this.trigger = function (name, vars) {
1167			if (name) {
1168				var
1169				nameparts = name.trim().split('.'),
1170					eventname = nameparts[0],
1171					namespace = nameparts[1],
1172					listeners = _listeners[eventname];
1173				log(3, 'event fired:', eventname, vars ? "->" : '', vars || '');
1174				if (listeners) {
1175					listeners.forEach(function (listener, key) {
1176						if (!namespace || namespace === listener.namespace) {
1177							listener.callback.call(Scene, new ScrollMagic.Event(eventname, listener.namespace, Scene, vars));
1178						}
1179					});
1180				}
1181			} else {
1182				log(1, "ERROR: Invalid event name supplied.");
1183			}
1184			return Scene;
1185		};
1186
1187		// set event listeners
1188		Scene.on("change.internal", function (e) {
1189			if (e.what !== "loglevel" && e.what !== "tweenChanges") { // no need for a scene update scene with these options...
1190				if (e.what === "triggerElement") {
1191					updateTriggerElementPosition();
1192				} else if (e.what === "reverse") { // the only property left that may have an impact on the current scene state. Everything else is handled by the shift event.
1193					Scene.update();
1194				}
1195			}
1196		}).on("shift.internal", function (e) {
1197			updateScrollOffset();
1198			Scene.update(); // update scene to reflect new position
1199		});
1200
1201		/**
1202		 * Send a debug message to the console.
1203		 * @private
1204		 * but provided publicly with _log for plugins
1205		 *
1206		 * @param {number} loglevel - The loglevel required to initiate output for the message.
1207		 * @param {...mixed} output - One or more variables that should be passed to the console.
1208		 */
1209		var log = this._log = function (loglevel, output) {
1210			if (_options.loglevel >= loglevel) {
1211				Array.prototype.splice.call(arguments, 1, 0, "(" + NAMESPACE + ") ->");
1212				_util.log.apply(window, arguments);
1213			}
1214		};
1215
1216		/**
1217		 * Add the scene to a controller.  
1218		 * This is the equivalent to `Controller.addScene(scene)`.
1219		 * @method ScrollMagic.Scene#addTo
1220		 *
1221		 * @example
1222		 * // add a scene to a ScrollMagic Controller
1223		 * scene.addTo(controller);
1224		 *
1225		 * @param {ScrollMagic.Controller} controller - The controller to which the scene should be added.
1226		 * @returns {Scene} Parent object for chaining.
1227		 */
1228		this.addTo = function (controller) {
1229			if (!(controller instanceof ScrollMagic.Controller)) {
1230				log(1, "ERROR: supplied argument of 'addTo()' is not a valid ScrollMagic Controller");
1231			} else if (_controller != controller) {
1232				// new controller
1233				if (_controller) { // was associated to a different controller before, so remove it...
1234					_controller.removeScene(Scene);
1235				}
1236				_controller = controller;
1237				validateOption();
1238				updateDuration(true);
1239				updateTriggerElementPosition(true);
1240				updateScrollOffset();
1241				_controller.info("container").addEventListener('resize', onContainerResize);
1242				controller.addScene(Scene);
1243				Scene.trigger("add", {
1244					controller: _controller
1245				});
1246				log(3, "added " + NAMESPACE + " to controller");
1247				Scene.update();
1248			}
1249			return Scene;
1250		};
1251
1252		/**
1253		 * **Get** or **Set** the current enabled state of the scene.  
1254		 * This can be used to disable this scene without removing or destroying it.
1255		 * @method ScrollMagic.Scene#enabled
1256		 *
1257		 * @example
1258		 * // get the current value
1259		 * var enabled = scene.enabled();
1260		 *
1261		 * // disable the scene
1262		 * scene.enabled(false);
1263		 *
1264		 * @param {boolean} [newState] - The new enabled state of the scene `true` or `false`.
1265		 * @returns {(boolean|Scene)} Current enabled state or parent object for chaining.
1266		 */
1267		this.enabled = function (newState) {
1268			if (!arguments.length) { // get
1269				return _enabled;
1270			} else if (_enabled != newState) { // set
1271				_enabled = !! newState;
1272				Scene.update(true);
1273			}
1274			return Scene;
1275		};
1276
1277		/**
1278		 * Remove the scene from the controller.  
1279		 * This is the equivalent to `Controller.removeScene(scene)`.
1280		 * The scene will not be updated anymore until you readd it to a controller.
1281		 * To remove the pin or the tween you need to call removeTween() or removePin() respectively.
1282		 * @method ScrollMagic.Scene#remove
1283		 * @example
1284		 * // remove the scene from its controller
1285		 * scene.remove();
1286		 *
1287		 * @returns {Scene} Parent object for chaining.
1288		 */
1289		this.remove = function () {
1290			if (_controller) {
1291				_controller.info("container").removeEventListener('resize', onContainerResize);
1292				var tmpParent = _controller;
1293				_controller = undefined;
1294				tmpParent.removeScene(Scene);
1295				Scene.trigger("remove");
1296				log(3, "removed " + NAMESPACE + " from controller");
1297			}
1298			return Scene;
1299		};
1300
1301		/**
1302		 * Destroy the scene and everything.
1303		 * @method ScrollMagic.Scene#destroy
1304		 * @example
1305		 * // destroy the scene without resetting the pin and tween to their initial positions
1306		 * scene = scene.destroy();
1307		 *
1308		 * // destroy the scene and reset the pin and tween
1309		 * scene = scene.destroy(true);
1310		 *
1311		 * @param {boolean} [reset=false] - If `true` the pin and tween (if existent) will be reset.
1312		 * @returns {null} Null to unset handler variables.
1313		 */
1314		this.destroy = function (reset) {
1315			Scene.trigger("destroy", {
1316				reset: reset
1317			});
1318			Scene.remove();
1319			Scene.off("*.*");
1320			log(3, "destroyed " + NAMESPACE + " (reset: " + (reset ? "true" : "false") + ")");
1321			return null;
1322		};
1323
1324
1325		/**
1326		 * Updates the Scene to reflect the current state.  
1327		 * This is the equivalent to `Controller.updateScene(scene, immediately)`.  
1328		 * The update method calculates the scene's start and end position (based on the trigger element, trigger hook, duration and offset) and checks it against the current scroll position of the container.  
1329		 * It then updates the current scene state accordingly (or does nothing, if the state is already correct) – Pins will be set to their correct position and tweens will be updated to their correct progress.
1330		 * This means an update doesn't necessarily result in a progress change. The `progress` event will be fired if the progress has indeed changed between this update and the last.  
1331		 * _**NOTE:** This method gets called constantly whenever ScrollMagic detects a change. The only application for you is 
1331if you change something outside of the realm of ScrollMagic, like moving the trigger or changing tween parameters._
1332		 * @method ScrollMagic.Scene#update
1333		 * @example
1334		 * // update the scene on next tick
1335		 * scene.update();
1336		 *
1337		 * // update the scene immediately
1338		 * scene.update(true);
1339		 *
1340		 * @fires Scene.update
1341		 *
1342		 * @param {boolean} [immediately=false] - If `true` the update will be instant, if `false` it will wait until next update cycle (better performance).
1343		 * @returns {Scene} Parent object for chaining.
1344		 */
1345		this.update = function (immediately) {
1346			if (_controller) {
1347				if (immediately) {
1348					if (_controller.enabled() && _enabled) {
1349						var
1350						scrollPos = _controller.info("scrollPos"),
1351							newProgress;
1352
1353						if (_options.duration > 0) {
1354							newProgress = (scrollPos - _scrollOffset.start) / (_scrollOffset.end - _scrollOffset.start);
1355						} else {
1356							newProgress = scrollPos >= _scrollOffset.start ? 1 : 0;
1357						}
1358
1359						Scene.trigger("update", {
1360							startPos: _scrollOffset.start,
1361							endPos: _scrollOffset.end,
1362							scrollPos: scrollPos
1363						});
1364
1365						Scene.progress(newProgress);
1366					} else if (_pin && _state === SCENE_STATE_DURING) {
1367						updatePinState(true); // unpin in position
1368					}
1369				} else {
1370					_controller.updateScene(Scene, false);
1371				}
1372			}
1373			return Scene;
1374		};
1375
1376		/**
1377		 * Updates dynamic scene variables like the trigger element position or the duration.
1378		 * This method is automatically called in regular intervals from the controller. See {@link ScrollMagic.Controller} option `refreshInterval`.
1379		 * 
1380		 * You can call it to minimize lag, for example when you intentionally change the position of the triggerElement.
1381		 * If you don't it will simply be updated in the next refresh interval of the container, which is usually sufficient.
1382		 *
1383		 * @method ScrollMagic.Scene#refresh
1384		 * @since 1.1.0
1385		 * @example
1386		 * scene = new ScrollMagic.Scene({triggerElement: "#trigger"});
1387		 * 
1388		 * // change the position of the trigger
1389		 * $("#trigger").css("top", 500);
1390		 * // immediately let the scene know of this change
1391		 * scene.refresh();
1392		 *
1393		 * @fires {@link Scene.shift}, if the trigger element position or the duration changed
1394		 * @fires {@link Scene.change}, if the duration changed
1395		 *
1396		 * @returns {Scene} Parent object for chaining.
1397		 */
1398		this.refresh = function () {
1399			updateDuration();
1400			updateTriggerElementPosition();
1401			// update trigger element position
1402			return Scene;
1403		};
1404
1405		/**
1406		 * **Get** or **Set** the scene's progress.  
1407		 * Usually it shouldn't be necessary to use this as a setter, as it is set automatically by scene.update().  
1408		 * The order in which the events are fired depends on the duration of the scene:
1409		 *  1. Scenes with `duration == 0`:  
1410		 *  Scenes that have no duration by definition have no ending. Thus the `end` event will never be fired.  
1411		 *  When the trigger position of the scene is passed the events are always fired in this order:  
1412		 *  `enter`, `start`, `progress` when scrolling forward  
1413		 *  and  
1414		 *  `progress`, `start`, `leave` when scrolling in reverse
1415		 *  2. Scenes with `duration > 0`:  
1416		 *  Scenes with a set duration have a defined start and end point.  
1417		 *  When scrolling past the start position of the scene it will fire these events in this order:  
1418		 *  `enter`, `start`, `progress`  
1419		 *  When continuing to scroll and passing the end point it will fire these events:  
1420		 *  `progress`, `end`, `leave`  
1421		 *  When reversing through the end point these events are fired:  
1422		 *  `enter`, `end`, `progress`  
1423		 *  And when continuing to scroll past the start position in reverse it will fire:  
1424		 *  `progress`, `start`, `leave`  
1425		 *  In between start and end the `progress` event will be called constantly, whenever the progress changes.
1426		 * 
1427		 * In short:  
1428		 * `enter` events will always trigger **before** the progress update and `leave` envents will trigger **after** the progress update.  
1429		 * `start` and `end` will always trigger at their respective position.
1430		 * 
1431		 * Please review the event descriptions for details on the events and the event object that is passed to the callback.
1432		 * 
1433		 * @method ScrollMagic.Scene#progress
1434		 * @example
1435		 * // get the current scene progress
1436		 * var progress = scene.progress();
1437		 *
1438		 * // set new scene progress
1439		 * scene.progress(0.3);
1440		 *
1441		 * @fires {@link Scene.enter}, when used as setter
1442		 * @fires {@link Scene.start}, when used as setter
1443		 * @fires {@link Scene.progress}, when used as setter
1444		 * @fires {@link Scene.end}, when used as setter
1445		 * @fires {@link Scene.leave}, when used as setter
1446		 *
1447		 * @param {number} [progress] - The new progress value of the scene `[0-1]`.
1448		 * @returns {number} `get` -  Current scene progress.
1449		 * @returns {Scene} `set` -  Parent object for chaining.
1450		 */
1451		this.progress = function (progress) {
1452			if (!arguments.length) { // get
1453				return _progress;
1454			} else { // set
1455				var
1456				doUpdate = false,
1457					oldState = _state,
1458					scrollDirection = _controller ? _controller.info("scrollDirection") : 'PAUSED',
1459					reverseOrForward = _options.reverse || progress >= _progress;
1460				if (_options.duration === 0) {
1461					// zero duration scenes
1462					doUpdate = _progress != progress;
1463					_progress = progress < 1 && reverseOrForward ? 0 : 1;
1464					_state = _progress === 0 ? SCENE_STATE_BEFORE : SCENE_STATE_DURING;
1465				} else {
1466					// scenes with start and end
1467					if (progress < 0 && _state !== SCENE_STATE_BEFORE && reverseOrForward) {
1468						// go back to initial state
1469						_progress = 0;
1470						_state = SCENE_STATE_BEFORE;
1471						doUpdate = true;
1472					} else if (progress >= 0 && progress < 1 && reverseOrForward) {
1473						_progress = progress;
1474						_state = SCENE_STATE_DURING;
1475						doUpdate = true;
1476					} else if (progress >= 1 && _state !== SCENE_STATE_AFTER) {
1477						_progress = 1;
1478						_state = SCENE_STATE_AFTER;
1479						doUpdate = true;
1480					} else if (_state === SCENE_STATE_DURING && !reverseOrForward) {
1481						updatePinState(); // in case we scrolled backwards mid-scene and reverse is disabled => update the pin position, so it doesn't move back as well.
1482					}
1483				}
1484				if (doUpdate) {
1485					// fire events
1486					var
1487					eventVars = {
1488						progress: _progress,
1489						state: _state,
1490						scrollDirection: scrollDirection
1491					},
1492						stateChanged = _state != oldState;
1493
1494					var trigger = function (eventName) { // tmp helper to simplify code
1495						Scene.trigger(eventName, eventVars);
1496					};
1497
1498					if (stateChanged) { // enter events
1499						if (oldState !== SCENE_STATE_DURING) {
1500							trigger("enter");
1501							trigger(oldState === SCENE_STATE_BEFORE ? "start" : "end");
1502						}
1503					}
1504					trigger("progress");
1505					if (stateChanged) { // leave events
1506						if (_state !== SCENE_STATE_DURING) {
1507							trigger(_state === SCENE_STATE_BEFORE ? "start" : "end");
1508							trigger("leave");
1509						}
1510					}
1511				}
1512
1513				return Scene;
1514			}
1515		};
1516
1517
1518		/**
1519		 * Update the start and end scrollOffset of the container.
1520		 * The positions reflect what the controller's scroll position will be at the start and end respectively.
1521		 * Is called, when:
1522		 *   - Scene event "change" is called with: offset, triggerHook, duration 
1523		 *   - scroll container event "resize" is called
1524		 *   - the position of the triggerElement changes
1525		 *   - the controller changes -> addTo()
1526		 * @private
1527		 */
1528		var updateScrollOffset = function () {
1529			_scrollOffset = {
1530				start: _triggerPos + _options.offset
1531			};
1532			if (_controller && _options.triggerElement) {
1533				// take away triggerHook portion to get relative to top
1534				_scrollOffset.start -= _controller.info("size") * _options.triggerHook;
1535			}
1536			_scrollOffset.end = _scrollOffset.start + _options.duration;
1537		};
1538
1539		/**
1540		 * Updates the duration if set to a dynamic function.
1541		 * This method is called when the scene is added to a controller and in regular intervals from the controller through scene.refresh().
1542		 * 
1543		 * @fires {@link Scene.change}, if the duration changed
1544		 * @fires {@link Scene.shift}, if the duration changed
1545		 *
1546		 * @param {boolean} [suppressEvents=false] - If true the shift event will be suppressed.
1547		 * @private
1548		 */
1549		var updateDuration = function (suppressEvents) {
1550			// update duration
1551			if (_durationUpdateMethod) {
1552				var varname = "duration";
1553				if (changeOption(varname, _durationUpdateMethod.call(Scene)) && !suppressEvents) { // set
1554					Scene.trigger("change", {
1555						what: varname,
1556						newval: _options[varname]
1557					});
1558					Scene.trigger("shift", {
1559						reason: varname
1560					});
1561				}
1562			}
1563		};
1564
1565		/**
1566		 * Updates the position of the triggerElement, if present.
1567		 * This method is called ...
1568		 *  - ... when the triggerElement is changed
1569		 *  - ... when the scene is added to a (new) controller
1570		 *  - ... in regular intervals from the controller through scene.refresh().
1571		 * 
1572		 * @fires {@link Scene.shift}, if the position changed
1573		 *
1574		 * @param {boolean} [suppressEvents=false] - If true the shift event will be suppressed.
1575		 * @private
1576		 */
1577		var updateTriggerElementPosition = function (suppressEvents) {
1578			var
1579			elementPos = 0,
1580				telem = _options.triggerElement;
1581			if (_controller && telem) {
1582				var
1583				controllerInfo = _controller.info(),
1584					containerOffset = _util.get.offset(controllerInfo.container),
1585					// container position is needed because element offset is returned in relation to document, not in relation to container.
1586					param = controllerInfo.vertical ? "top" : "left"; // which param is of interest ?
1587				// if parent is spacer, use spacer position instead so correct start position is returned for pinned elements.
1588				while (telem.parentNode.hasAttribute(PIN_SPACER_ATTRIBUTE)) {
1589					telem = telem.parentNode;
1590				}
1591
1592				var elementOffset = _util.get.offset(telem);
1593
1594				if (!controllerInfo.isDocument) { // container is not the document root, so substract scroll Position to get correct trigger element position relative to scrollcontent
1595					containerOffset[param] -= _controller.scrollPos();
1596				}
1597
1598				elementPos = elementOffset[param] - containerOffset[param];
1599			}
1600			var changed = elementPos != _triggerPos;
1601			_triggerPos = elementPos;
1602			if (changed && !suppressEvents) {
1603				Scene.trigger("shift", {
1604					reason: "triggerElementPosition"
1605				});
1606			}
1607		};
1608
1609		/**
1610		 * Trigger a shift event, when the container is resized and the triggerHook is > 1.
1611		 * @private
1612		 */
1613		var onContainerResize = function (e) {
1614			if (_options.triggerHook > 0) {
1615				Scene.trigger("shift", {
1616					reason: "containerResize"
1617				});
1618			}
1619		};
1620
1621		var _validate = _util.extend(SCENE_OPTIONS.validate, {
1622			// validation for duration handled internally for reference to private var _durationMethod
1623			duration: function (val) {
1624				if (_util.type.String(val) && val.match(/^(\.|\d)*\d+%$/)) {
1625					// percentage value
1626					var perc = parseFloat(val) / 100;
1627					val = function () {
1628						return _controller ? _controller.info("size") * perc : 0;
1629					};
1630				}
1631				if (_util.type.Function(val)) {
1632					// function
1633					_durationUpdateMethod = val;
1634					try {
1635						val = parseFloat(_durationUpdateMethod());
1636					} catch (e) {
1637						val = -1; // will cause error below
1638					}
1639				}
1640				// val has to be float
1641				val = parseFloat(val);
1642				if (!_util.type.Number(val) || val < 0) {
1643					if (_durationUpdateMethod) {
1644						_durationUpdateMethod = undefined;
1645						throw ["Invalid return value of supplied function for option \"duration\":", val];
1646					} else {
1647						throw ["Invalid value for option \"duration\":", val];
1648					}
1649				}
1650				return val;
1651			}
1652		});
1653
1654		/**
1655		 * Checks the validity of a specific or all options and reset to default if neccessary.
1656		 * @private
1657		 */
1658		var validateOption = function (check) {
1659			check = arguments.length ? [check] : Object.keys(_validate);
1660			check.forEach(function (optionName, key) {
1661				var value;
1662				if (_validate[optionName]) { // there is a validation method for this option
1663					try { // validate value
1664						value = _validate[optionName](_options[optionName]);
1665					} catch (e) { // validation failed -> reset to default
1666						value = DEFAULT_OPTIONS[optionName];
1667						var logMSG = _util.type.String(e) ? [e] : e;
1668						if (_util.type.Array(logMSG)) {
1669							logMSG[0] = "ERROR: " + logMSG[0];
1670							logMSG.unshift(1); // loglevel 1 for error msg
1671							log.apply(this, logMSG);
1672						} else {
1673							log(1, "ERROR: Problem executing validation callback for option '" + optionName + "':", e.message);
1674						}
1675					} finally {
1676						_options[optionName] = value;
1677					}
1678				}
1679			});
1680		};
1681
1682		/**
1683		 * Helper used by the setter/getters for scene options
1684		 * @private
1685		 */
1686		var changeOption = function (varname, newval) {
1687			var
1688			changed = false,
1689				oldval = _options[varname];
1690			if (_options[varname] != newval) {
1691				_options[varname] = newval;
1692				validateOption(varname); // resets to default if necessary
1693				changed = oldval != _options[varname];
1694			}
1695			return changed;
1696		};
1697
1698		// generate getters/setters for all options
1699		var addSceneOption = function (optionName) {
1700			if (!Scene[optionName]) {
1701				Scene[optionName] = function (newVal) {
1702					if (!arguments.length) { // get
1703						return _options[optionName];
1704					} else {
1705						if (optionName === "duration") { // new duration is set, so any previously set function must be unset
1706							_durationUpdateMethod = undefined;
1707						}
1708						if (changeOption(optionName, newVal)) { // set
1709							Scene.trigger("change", {
1710								what: optionName,
1711								newval: _options[optionName]
1712							});
1713							if (SCENE_OPTIONS.shifts.indexOf(optionName) > -1) {
1714								Scene.trigger("shift", {
1715									reason: optionName
1716								});
1717							}
1718						}
1719					}
1720					return Scene;
1721				};
1722			}
1723		};
1724
1725		/**
1726		 * **Get** or **Set** the duration option value.
1727		 * As a setter it also accepts a function returning a numeric value.  
1728		 * This is particularly useful for responsive setups.
1729		 *
1730		 * The duration is updated using the supplied function every time `Scene.refresh()` is called, which happens periodically from the controller (see ScrollMagic.Controller option `refreshInterval`).  
1731		 * _**NOTE:** Be aware that it's an easy way to kill performance, if you supply a function that has high CPU demand.  
1732		 * Even for size and position calculations it is recommended to use a variable to cache the value. (see example)  
1733		 * This counts double if you use the same function for multiple scenes._
1734		 *
1735		 * @method ScrollMagic.Scene#duration
1736		 * @example
1737		 * // get the current duration value
1738		 * var duration = scene.duration();
1739		 *
1740		 * // set a new duration
1741		 * scene.duration(300);
1742		 *
1743		 * // use a function to automatically adjust the duration to the window height.
1744		 * var durationValueCache;
1745		 * function getDuration () {
1746		 *   return durationValueCache;
1747		 * }
1748		 * function updateDuration (e) {
1749		 *   durationValueCache = window.innerHeight;
1750		 * }
1751		 * $(window).on("resize", updateDuration); // update the duration when the window size changes
1752		 * $(window).triggerHandler("resize"); // set to initial value
1753		 * scene.duration(getDuration); // supply duration method
1754		 *
1755		 * @fires {@link Scene.change}, when used as setter
1756		 * @fires {@link Scene.shift}, when used as setter
1757		 * @param {(number|function)} [newDuration] - The new duration of the scene.
1758		 * @returns {number} `get` -  Current scene duration.
1759		 * @returns {Scene} `set` -  Parent object for chaining.
1760		 */
1761
1762		/**
1763		 * **Get** or **Set** the offset option value.
1764		 * @method ScrollMagic.Scene#offset
1765		 * @example
1766		 * // get the current offset
1767		 * var offset = scene.offset();
1768		 *
1769		 * // set a new offset
1770		 * scene.offset(100);
1771		 *
1772		 * @fires {@link Scene.change}, when used as setter
1773		 * @fires {@link Scene.shift}, when used as setter
1774		 * @param {number} [newOffset] - The new offset of the scene.
1775		 * @returns {number} `get` -  Current scene offset.
1776		 * @returns {Scene} `set` -  Parent object for chaining.
1777		 */
1778
1779		/**
1780		 * **Get** or **Set** the triggerElement option value.
1781		 * Does **not** fire `Scene.shift`, because changing the trigger Element doesn't necessarily mean the start position changes. This will be determined in `Scene.refresh()`, which is automatically triggered.
1782		 * @method ScrollMagic.Scene#triggerElement
1783		 * @example
1784		 * // get the current triggerElement
1785		 * var triggerElement = scene.triggerElement();
1786		 *
1787		 * // set a new triggerElement using a selector
1788		 * scene.triggerElement("#trigger");
1789		 * // set a new triggerElement using a DOM object
1790		 * scene.triggerElement(document.getElementById("trigger"));
1791		 *
1792		 * @fires {@link Scene.change}, when used as setter
1793		 * @param {(string|object)} [newTriggerElement] - The new trigger element for the scene.
1794		 * @returns {(string|object)} `get` -  Current triggerElement.
1795		 * @returns {Scene} `set` -  Parent object for chaining.
1796		 */
1797
1798		/**
1799		 * **Get** or **Set** the triggerHook option value.
1800		 * @method ScrollMagic.Scene#triggerHook
1801		 * @example
1802		 * // get the current triggerHook value
1803		 * var triggerHook = scene.triggerHook();
1804		 *
1805		 * // set a new triggerHook using a string
1806		 * scene.triggerHook("onLeave");
1807		 * // set a new triggerHook using a number
1808		 * scene.triggerHook(0.7);
1809		 *
1810		 * @fires {@link Scene.change}, when used as setter
1811		 * @fires {@link Scene.shift}, when used as setter
1812		 * @param {(number|string)} [newTriggerHook] - The new triggerHook of the scene. See {@link Scene} parameter description for value options.
1813		 * @returns {number} `get` -  Current triggerHook (ALWAYS numerical).
1814		 * @returns {Scene} `set` -  Parent object for chaining.
1815		 */
1816
1817		/**
1818		 * **Get** or **Set** the reverse option value.
1819		 * @method ScrollMagic.Scene#reverse
1820		 * @example
1821		 * // get the current reverse option
1822		 * var reverse = scene.reverse();
1823		 *
1824		 * // set new reverse option
1825		 * scene.reverse(false);
1826		 *
1827		 * @fires {@link Scene.change}, when used as setter
1828		 * @param {boolean} [newReverse] - The new reverse setting of the scene.
1829		 * @returns {boolean} `get` -  Current reverse option value.
1830		 * @returns {Scene} `set` -  Parent object for chaining.
1831		 */
1832
1833		/**
1834		 * **Get** or **Set** the loglevel option value.
1835		 * @method ScrollMagic.Scene#loglevel
1836		 * @example
1837		 * // get the current loglevel
1838		 * var loglevel = scene.loglevel();
1839		 *
1840		 * // set new loglevel
1841		 * scene.loglevel(3);
1842		 *
1843		 * @fires {@link Scene.change}, when used as setter
1844		 * @param {number} [newLoglevel] - The new loglevel setting of the scene. `[0-3]`
1845		 * @returns {number} `get` -  Current loglevel.
1846		 * @returns {Scene} `set` -  Parent object for chaining.
1847		 */
1848
1849		/**
1850		 * **Get** the associated controller.
1851		 * @method ScrollMagic.Scene#controller
1852		 * @example
1853		 * // get the controller of a scene
1854		 * var controller = scene.controller();
1855		 *
1856		 * @returns {ScrollMagic.Controller} Parent controller or `undefined`
1857		 */
1858		this.controller = function () {
1859			return _controller;
1860		};
1861
1862		/**
1863		 * **Get** the current state.
1864		 * @method ScrollMagic.Scene#state
1865		 * @example
1866		 * // get the current state
1867		 * var state = scene.state();
1868		 *
1869		 * @returns {string} `"BEFORE"`, `"DURING"` or `"AFTER"`
1870		 */
1871		this.state = function () {
1872			return _state;
1873		};
1874
1875		/**
1876		 * **Get** the current scroll offset for the start of the scene.  
1877		 * Mind, that the scrollOffset is related to the size of the container, if `triggerHook` is bigger than `0` (or `"onLeave"`).  
1878		 * This means, that resizing the container or changing the `triggerHook` will influence the scene's start offset.
1879		 * @method ScrollMagic.Scene#scrollOffset
1880		 * @example
1881		 * // get the current scroll offset for the start and end of the scene.
1882		 * var start = scene.scrollOffset();
1883		 * var end = scene.scrollOffset() + scene.duration();
1884		 * console.log("the scene starts at", start, "and ends at", end);
1885		 *
1886		 * @returns {number} The scroll offset (of the container) at which the scene will trigger. Y value for vertical and X value for horizontal scrolls.
1887		 */
1888		this.scrollOffset = function () {
1889			return _scrollOffset.start;
1890		};
1891
1892		/**
1893		 * **Get** the trigger position of the scene (including the value of the `offset` option).  
1894		 * @method ScrollMagic.Scene#triggerPosition
1895		 * @example
1896		 * // get the scene's trigger position
1897		 * var triggerPosition = scene.triggerPosition();
1898		 *
1899		 * @returns {number} Start position of the scene. Top position value for vertical and left position value for horizontal scrolls.
1900		 */
1901		this.triggerPosition = function () {
1902			var pos = _options.offset; // the offset is the basis
1903			if (_controller) {
1904				// get the trigger position
1905				if (_options.triggerElement) {
1906					// Element as trigger
1907					pos += _triggerPos;
1908				} else {
1909					// return the height of the triggerHook to start at the beginning
1910					pos += _controller.info("size") * Scene.triggerHook();
1911				}
1912			}
1913			return pos;
1914		};
1915
1916		var
1917		_pin, _pinOptions;
1918
1919		Scene.on("shift.internal", function (e) {
1920			var durationChanged = e.reason === "duration";
1921			if ((_state === SCENE_STATE_AFTER && durationChanged) || (_state === SCENE_STATE_DURING && _options.duration === 0)) {
1922				// if [duration changed after a scene (inside scene progress updates pin position)] or [duration is 0, we are in pin phase and some other value changed].
1923				updatePinState();
1924			}
1925			if (durationChanged) {
1926				updatePinDimensions();
1927			}
1928		}).on("progress.internal", function (e) {
1929			updatePinState();
1930		}).on("add.internal", function (e) {
1931			updatePinDimensions();
1932		}).on("destroy.internal", function (e) {
1933			Scene.removePin(e.reset);
1934		});
1935		/**
1936		 * Update the pin state.
1937		 * @private
1938		 */
1939		var updatePinState = function (forceUnpin) {
1940			if (_pin && _controller) {
1941				var
1942				containerInfo = _controller.info(),
1943					pinTarget = _pinOptions.spacer.firstChild; // may be pin element or another spacer, if cascading pins
1944				if (!forceUnpin && _state === SCENE_STATE_DURING) { // during scene or if duration is 0 and we are past the trigger
1945					// pinned state
1946					if (_util.css(pinTarget, "position") != "fixed") {
1947						// change state before updating pin spacer (position changes due to fixed collapsing might occur.)
1948						_util.css(pinTarget, {
1949							"position": "fixed"
1950						});
1951						// update pin spacer
1952						updatePinDimensions();
1953					}
1954
1955					var
1956					fixedPos = _util.get.offset(_pinOptions.spacer, true),
1957						// get viewport position of spacer
1958						scrollDistance = _options.reverse || _options.duration === 0 ? containerInfo.scrollPos - _scrollOffset.start // quicker
1959						: Math.round(_progress * _options.duration * 10) / 10; // if no reverse and during pin the position needs to be recalculated using the progress
1960					// add scrollDistance
1961					fixedPos[containerInfo.vertical ? "top" : "left"] += scrollDistance;
1962
1963					// set new values
1964					_util.css(_pinOptions.spacer.firstChild, {
1965						top: fixedPos.top,
1966						left: fixedPos.left
1967					});
1968				} else {
1969					// unpinned state
1970					var
1971					newCSS = {
1972						position: _pinOptions.inFlow ? "relative" : "absolute",
1973						top: 0,
1974						left: 0
1975					},
1976						change = _util.css(pinTarget, "position") != newCSS.position;
1977
1978					if (!_pinOptions.pushFollowers) {
1979						newCSS[containerInfo.vertical ? "top" : "left"] = _options.duration * _progress;
1980					} else if (_options.duration > 0) { // only concerns scenes with duration
1981						if (_state === SCENE_STATE_AFTER && parseFloat(_util.css(_pinOptions.spacer, "padding-top")) === 0) {
1982							change = true; // if in after state but havent updated spacer yet (jumped past pin)
1983						} else if (_state === SCENE_STATE_BEFORE && parseFloat(_util.css(_pinOptions.spacer, "padding-bottom")) === 0) { // before
1984							change = true; // jumped past fixed state upward direction
1985						}
1986					}
1987					// set new values
1988					_util.css(pinTarget, newCSS);
1989					if (change) {
1990						// update pin spacer if state changed
1991						updatePinDimensions();
1992					}
1993				}
1994			}
1995		};
1996
1997		/**
1998		 * Update the pin spacer and/or element size.
1999		 * The size of the spacer needs to be updated whenever the duration of the scene changes, if it is to push down following elements.
2000		 * @private
2001		 */
2002		var updatePinDimensions = function () {
2003			if (_pin && _controller && _pinOptions.inFlow) { // no spacerresize, if original position is absolute
2004				var
2005				after = (_state === SCENE_STATE_AFTER),
2006					before = (_state === SCENE_STATE_BEFORE),
2007					during = (_state === SCENE_STATE_DURING),
2008					vertical = _controller.info("vertical"),
2009					pinTarget = _pinOptions.spacer.firstChild,
2010					// usually the pined element but can also be another spacer (cascaded pins)
2011					marginCollapse = _util.isMarginCollapseType(_util.css(_pinOptions.spacer, "display")),
2012					css = {};
2013
2014				// set new size
2015				// if relsize: spacer -> pin | else: pin -> spacer
2016				if (_pinOptions.relSize.width || _pinOptions.relSize.autoFullWidth) {
2017					if (during) {
2018						_util.css(_pin, {
2019							"width": _util.get.width(_pinOptions.spacer)
2020						});
2021					} else {
2022						_util.css(_pin, {
2023							"width": "100%"
2024						});
2025					}
2026				} else {
2027					// minwidth is needed for cascaded pins.
2028					css["min-width"] = _util.get.width(vertical ? _pin : pinTarget, true, true);
2029					css.width = during ? css["min-width"] : "auto";
2030				}
2031				if (_pinOptions.relSize.height) {
2032					if (during) {
2033						// the only padding the spacer should ever include is the duration (if pushFollowers = true), so we need to substract that.
2034						_util.css(_pin, {
2035							"height": _util.get.height(_pinOptions.spacer) - (_pinOptions.pushFollowers ? _options.duration : 0)
2036						});
2037					} else {
2038						_util.css(_pin, {
2039							"height": "100%"
2040						});
2041					}
2042				} else {
2043					// margin is only included if it's a cascaded pin to resolve an IE9 bug
2044					css["min-height"] = _util.get.height(vertical ? pinTarget : _pin, true, !marginCollapse); // needed for cascading pins
2045					css.height = during ? css["min-height"] : "auto";
2046				}
2047
2048				// add space for duration if pushFollowers is true
2049				if (_pinOptions.pushFollowers) {
2050					css["padding" + (vertical ? "Top" : "Left")] = _options.duration * _progress;
2051					css["padding" + (vertical ? "Bottom" : "Right")] = _options.duration * (1 - _progress);
2052				}
2053				_util.css(_pinOptions.spacer, css);
2054			}
2055		};
2056
2057		/**
2058		 * Updates the Pin state (in certain scenarios)
2059		 * If the controller container is not the document and we are mid-pin-phase scrolling or resizing the main document can result to wrong pin positions.
2060		 * So this function is called on resize and scroll of the document.
2061		 * @private
2062		 */
2063		var updatePinInContainer = function () {
2064			if (_controller && _pin && _state === SCENE_STATE_DURING && !_controller.info("isDocument")) {
2065				updatePinState();
2066			}
2067		};
2068
2069		/**
2070		 * Updates the Pin spacer size state (in certain scenarios)
2071		 * If container is resized during pin and relatively sized the size of the pin might need to be updated...
2072		 * So this function is called on resize of the container.
2073		 * @private
2074		 */
2075		var updateRelativePinSpacer = function () {
2076			if (_controller && _pin && // well, duh
2077			_state === SCENE_STATE_DURING && // element in pinned state?
2078			( // is width or height relatively sized, but not in relation to body? then we need to recalc.
2079			((_pinOptions.relSize.width || _pinOptions.relSize.autoFullWidth) && _util.get.width(window) != _util.get.width(_pinOptions.spacer.parentNode)) || (_pinOptions.relSize.height && _util.get.height(window) != _util.get.height(_pinOptions.spacer.parentNode)))) {
2080				updatePinDimensions();
2081			}
2082		};
2083
2084		/**
2085		 * Is called, when the mousewhel is used while over a pinned element inside a div container.
2086		 * If the scene is in fixed state scroll events would be counted towards the body. This forwards the event to the scroll container.
2087		 * @private
2088		 */
2089		var onMousewheelOverPin = function (e) {
2090			if (_controller && _pin && _state === SCENE_STATE_DURING && !_controller.info("isDocument")) { // in pin 
2090state
2091				e.preventDefault();
2092				_controller._setScrollPos(_controller.info("scrollPos") - ((e.wheelDelta || e[_controller.info("vertical") ? "wheelDeltaY" : "wheelDeltaX"]) / 3 || -e.detail * 30));
2093			}
2094		};
2095
2096		/**
2097		 * Pin an element for the duration of the tween.  
2098		 * If the scene duration is 0 the element will only be unpinned, if the user scrolls back past the start position.  
2099		 * Make sure only one pin is applied to an element at the same time.
2100		 * An element can be pinned multiple times, but only successively.
2101		 * _**NOTE:** The option `pushFollowers` has no effect, when the scene duration is 0._
2102		 * @method ScrollMagic.Scene#setPin
2103		 * @example
2104		 * // pin element and push all following elements down by the amount of the pin duration.
2105		 * scene.setPin("#pin");
2106		 *
2107		 * // pin element and keeping all following elements in their place. The pinned element will move past them.
2108		 * scene.setPin("#pin", {pushFollowers: false});
2109		 *
2110		 * @param {(string|object)} element - A Selector targeting an element or a DOM object that is supposed to be pinned.
2111		 * @param {object} [settings] - settings for the pin
2112		 * @param {boolean} [settings.pushFollowers=true] - If `true` following elements will be "pushed" down for the duration of the pin, if `false` the pinned element will just scroll past them.  
2113		 Ignored, when duration is `0`.
2114		 * @param {string} [settings.spacerClass="scrollmagic-pin-spacer"] - Classname of the pin spacer element, which is used to replace the element.
2115		 *
2116		 * @returns {Scene} Parent object for chaining.
2117		 */
2118		this.setPin = function (element, settings) {
2119			var
2120			defaultSettings = {
2121				pushFollowers: true,
2122				spacerClass: "scrollmagic-pin-spacer"
2123			};
2124			settings = _util.extend({}, defaultSettings, settings);
2125
2126			// validate Element
2127			element = _util.get.elements(element)[0];
2128			if (!element) {
2129				log(1, "ERROR calling method 'setPin()': Invalid pin element supplied.");
2130				return Scene; // cancel
2131			} else if (_util.css(element, "position") === "fixed") {
2132				log(1, "ERROR calling method 'setPin()': Pin does not work with elements that are positioned 'fixed'.");
2133				return Scene; // cancel
2134			}
2135
2136			if (_pin) { // preexisting pin?
2137				if (_pin === element) {
2138					// same pin we already have -> do nothing
2139					return Scene; // cancel
2140				} else {
2141					// kill old pin
2142					Scene.removePin();
2143				}
2144
2145			}
2146			_pin = element;
2147
2148			var
2149			parentDisplay = _pin.parentNode.style.display,
2150				boundsParams = ["top", "left", "bottom", "right", "margin", "marginLeft", "marginRight", "marginTop", "marginBottom"];
2151
2152			_pin.parentNode.style.display = 'none'; // hack start to force css to return stylesheet values instead of calculated px values.
2153			var
2154			inFlow = _util.css(_pin, "position") != "absolute",
2155				pinCSS = _util.css(_pin, boundsParams.concat(["display"])),
2156				sizeCSS = _util.css(_pin, ["width", "height"]);
2157			_pin.parentNode.style.display = parentDisplay; // hack end.
2158			if (!inFlow && settings.pushFollowers) {
2159				log(2, "WARNING: If the pinned element is positioned absolutely pushFollowers will be disabled.");
2160				settings.pushFollowers = false;
2161			}
2162			window.setTimeout(function () { // wait until all finished, because with responsive duration it will only be set after scene is added to controller
2163				if (_pin && _options.duration === 0 && settings.pushFollowers) {
2164					log(2, "WARNING: pushFollowers =", true, "has no effect, when scene duration is 0.");
2165				}
2166			}, 0);
2167
2168			// create spacer and insert
2169			var
2170			spacer = _pin.parentNode.insertBefore(document.createElement('div'), _pin),
2171				spacerCSS = _util.extend(pinCSS, {
2172					position: inFlow ? "relative" : "absolute",
2173					boxSizing: "content-box",
2174					mozBoxSizing: "content-box",
2175					webkitBoxSizing: "content-box"
2176				});
2177
2178			if (!inFlow) { // copy size if positioned absolutely, to work for bottom/right positioned elements.
2179				_util.extend(spacerCSS, _util.css(_pin, ["width", "height"]));
2180			}
2181
2182			_util.css(spacer, spacerCSS);
2183			spacer.setAttribute(PIN_SPACER_ATTRIBUTE, "");
2184			_util.addClass(spacer, settings.spacerClass);
2185
2186			// set the pin Options
2187			_pinOptions = {
2188				spacer: spacer,
2189				relSize: { // save if size is defined using % values. if so, handle spacer resize differently...
2190					width: sizeCSS.width.slice(-1) === "%",
2191					height: sizeCSS.height.slice(-1) === "%",
2192					autoFullWidth: sizeCSS.width === "auto" && inFlow && _util.isMarginCollapseType(pinCSS.display)
2193				},
2194				pushFollowers: settings.pushFollowers,
2195				inFlow: inFlow,
2196				// stores if the element takes up space in the document flow
2197			};
2198
2199			if (!_pin.___origStyle) {
2200				_pin.___origStyle = {};
2201				var
2202				pinInlineCSS = _pin.style,
2203					copyStyles = boundsParams.concat(["width", "height", "position", "boxSizing", "mozBoxSizing", "webkitBoxSizing"]);
2204				copyStyles.forEach(function (val) {
2205					_pin.___origStyle[val] = pinInlineCSS[val] || "";
2206				});
2207			}
2208
2209			// if relative size, transfer it to spacer and make pin calculate it...
2210			if (_pinOptions.relSize.width) {
2211				_util.css(spacer, {
2212					width: sizeCSS.width
2213				});
2214			}
2215			if (_pinOptions.relSize.height) {
2216				_util.css(spacer, {
2217					height: sizeCSS.height
2218				});
2219			}
2220
2221			// now place the pin element inside the spacer	
2222			spacer.appendChild(_pin);
2223			// and set new css
2224			_util.css(_pin, {
2225				position: inFlow ? "relative" : "absolute",
2226				margin: "auto",
2227				top: "auto",
2228				left: "auto",
2229				bottom: "auto",
2230				right: "auto"
2231			});
2232
2233			if (_pinOptions.relSize.width || _pinOptions.relSize.autoFullWidth) {
2234				_util.css(_pin, {
2235					boxSizing: "border-box",
2236					mozBoxSizing: "border-box",
2237					webkitBoxSizing: "border-box"
2238				});
2239			}
2240
2241			// add listener to document to update pin position in case controller is not the document.
2242			window.addEventListener('scroll', updatePinInContainer);
2243			window.addEventListener('resize', updatePinInContainer);
2244			window.addEventListener('resize', updateRelativePinSpacer);
2245			// add mousewheel listener to catch scrolls over fixed elements
2246			_pin.addEventListener("mousewheel", onMousewheelOverPin);
2247			_pin.addEventListener("DOMMouseScroll", onMousewheelOverPin);
2248
2249			log(3, "added pin");
2250
2251			// finally update the pin to init
2252			updatePinState();
2253
2254			return Scene;
2255		};
2256
2257		/**
2258		 * Remove the pin from the scene.
2259		 * @method ScrollMagic.Scene#removePin
2260		 * @example
2261		 * // remove the pin from the scene without resetting it (the spacer is not removed)
2262		 * scene.removePin();
2263		 *
2264		 * // remove the pin from the scene and reset the pin element to its initial position (spacer is removed)
2265		 * scene.removePin(true);
2266		 *
2267		 * @param {boolean} [reset=false] - If `false` the spacer will not be removed and the element's position will not be reset.
2268		 * @returns {Scene} Parent object for chaining.
2269		 */
2270		this.removePin = function (reset) {
2271			if (_pin) {
2272				if (_state === SCENE_STATE_DURING) {
2273					updatePinState(true); // force unpin at position
2274				}
2275				if (reset || !_controller) { // if there's no controller no progress was made anyway...
2276					var pinTarget = _pinOptions.spacer.firstChild; // usually the pin element, but may be another spacer (cascaded pins)...
2277					if (pinTarget.hasAttribute(PIN_SPACER_ATTRIBUTE)) { // copy margins to child spacer
2278						var
2279						style = _pinOptions.spacer.style,
2280							values = ["margin", "marginLeft", "marginRight", "marginTop", "marginBottom"];
2281						margins = {};
2282						values.forEach(function (val) {
2283							margins[val] = style[val] || "";
2284						});
2285						_util.css(pinTarget, margins);
2286					}
2287					_pinOptions.spacer.parentNode.insertBefore(pinTarget, _pinOptions.spacer);
2288					_pinOptions.spacer.parentNode.removeChild(_pinOptions.spacer);
2289					if (!_pin.parentNode.hasAttribute(PIN_SPACER_ATTRIBUTE)) { // if it's the last pin for this element -> restore inline styles
2290						// TODO: only correctly set for first pin (when cascading) - how to fix?
2291						_util.css(_pin, _pin.___origStyle);
2292						delete _pin.___origStyle;
2293					}
2294				}
2295				window.removeEventListener('scroll', updatePinInContainer);
2296				window.removeEventListener('resize', updatePinInContainer);
2297				window.removeEventListener('resize', updateRelativePinSpacer);
2298				_pin.removeEventListener("mousewheel", onMousewheelOverPin);
2299				_pin.removeEventListener("DOMMouseScroll", onMousewheelOverPin);
2300				_pin = undefined;
2301				log(3, "removed pin (reset: " + (reset ? "true" : "false") + ")");
2302			}
2303			return Scene;
2304		};
2305
2306
2307		var
2308		_cssClasses, _cssClassElems = [];
2309
2310		Scene.on("destroy.internal", function (e) {
2311			Scene.removeClassToggle(e.reset);
2312		});
2313		/**
2314		 * Define a css class modification while the scene is active.  
2315		 * When the scene triggers the classes will be added to the supplied element and removed, when the scene is over.
2316		 * If the scene duration is 0 the classes will only be removed if the user scrolls back past the start position.
2317		 * @method ScrollMagic.Scene#setClassToggle
2318		 * @example
2319		 * // add the class 'myclass' to the element with the id 'my-elem' for the duration of the scene
2320		 * scene.setClassToggle("#my-elem", "myclass");
2321		 *
2322		 * // add multiple classes to multiple elements defined by the selector '.classChange'
2323		 * scene.setClassToggle(".classChange", "class1 class2 class3");
2324		 *
2325		 * @param {(string|object)} element - A Selector targeting one or more elements or a DOM object that is supposed to be modified.
2326		 * @param {string} classes - One or more Classnames (separated by space) that should be added to the element during the scene.
2327		 *
2328		 * @returns {Scene} Parent object for chaining.
2329		 */
2330		this.setClassToggle = function (element, classes) {
2331			var elems = _util.get.elements(element);
2332			if (elems.length === 0 || !_util.type.String(classes)) {
2333				log(1, "ERROR calling method 'setClassToggle()': Invalid " + (elems.length === 0 ? "element" : "classes") + " supplied.");
2334				return Scene;
2335			}
2336			if (_cssClassElems.length > 0) {
2337				// remove old ones
2338				Scene.removeClassToggle();
2339			}
2340			_cssClasses = classes;
2341			_cssClassElems = elems;
2342			Scene.on("enter.internal_class leave.internal_class", function (e) {
2343				var toggle = e.type === "enter" ? _util.addClass : _util.removeClass;
2344				_cssClassElems.forEach(function (elem, key) {
2345					toggle(elem, _cssClasses);
2346				});
2347			});
2348			return Scene;
2349		};
2350
2351		/**
2352		 * Remove the class binding from the scene.
2353		 * @method ScrollMagic.Scene#removeClassToggle
2354		 * @example
2355		 * // remove class binding from the scene without reset
2356		 * scene.removeClassToggle();
2357		 *
2358		 * // remove class binding and remove the changes it caused
2359		 * scene.removeClassToggle(true);
2360		 *
2361		 * @param {boolean} [reset=false] - If `false` and the classes are currently active, they will remain on the element. If `true` they will be removed.
2362		 * @returns {Scene} Parent object for chaining.
2363		 */
2364		this.removeClassToggle = function (reset) {
2365			if (reset) {
2366				_cssClassElems.forEach(function (elem, key) {
2367					_util.removeClass(elem, _cssClasses);
2368				});
2369			}
2370			Scene.off("start.internal_class end.internal_class");
2371			_cssClasses = undefined;
2372			_cssClassElems = [];
2373			return Scene;
2374		};
2375
2376		// INIT
2377		construct();
2378		return Scene;
2379	};
2380
2381	// store pagewide scene options
2382	var SCENE_OPTIONS = {
2383		defaults: {
2384			duration: 0,
2385			offset: 0,
2386			triggerElement: undefined,
2387			triggerHook: 0.5,
2388			reverse: true,
2389			loglevel: 2
2390		},
2391		validate: {
2392			offset: function (val) {
2393				val = parseFloat(val);
2394				if (!_util.type.Number(val)) {
2395					throw ["Invalid value for option \"offset\":", val];
2396				}
2397				return val;
2398			},
2399			triggerElement: function (val) {
2400				val = val || undefined;
2401				if (val) {
2402					var elem = _util.get.elements(val)[0];
2403					if (elem) {
2404						val = elem;
2405					} else {
2406						throw ["Element defined in option \"triggerElement\" was not found:", val];
2407					}
2408				}
2409				return val;
2410			},
2411			triggerHook: function (val) {
2412				var translate = {
2413					"onCenter": 0.5,
2414					"onEnter": 1,
2415					"onLeave": 0
2416				};
2417				if (_util.type.Number(val)) {
2418					val = Math.max(0, Math.min(parseFloat(val), 1)); //  make sure its betweeen 0 and 1
2419				} else if (val in translate) {
2420					val = translate[val];
2421				} else {
2422					throw ["Invalid value for option \"triggerHook\": ", val];
2423				}
2424				return val;
2425			},
2426			reverse: function (val) {
2427				return !!val; // force boolean
2428			},
2429			loglevel: function (val) {
2430				val = parseInt(val);
2431				if (!_util.type.Number(val) || val < 0 || val > 3) {
2432					throw ["Invalid value for option \"loglevel\":", val];
2433				}
2434				return val;
2435			}
2436		},
2437		// holder for  validation methods. duration validation is handled in 'getters-setters.js'
2438		shifts: ["duration", "offset", "triggerHook"],
2439		// list of options that trigger a `shift` event
2440	};
2441/*
2442 * method used to add an option to ScrollMagic Scenes.
2443 * TODO: DOC (private for dev)
2444 */
2445	ScrollMagic.Scene.addOption = function (name, defaultValue, validationCallback, shifts) {
2446		if (!(name in SCENE_OPTIONS.defaults)) {
2447			SCENE_OPTIONS.defaults[name] = defaultValue;
2448			SCENE_OPTIONS.validate[name] = validationCallback;
2449			if (shifts) {
2450				SCENE_OPTIONS.shifts.push(name);
2451			}
2452		} else {
2453			ScrollMagic._util.log(1, "[static] ScrollMagic.Scene -> Cannot add Scene option '" + name + "', because it already exists.");
2454		}
2455	};
2456	// instance extension function for plugins
2457	// TODO: DOC (private for dev)
2458	ScrollMagic.Scene.extend = function (extension) {
2459		var oldClass = this;
2460		ScrollMagic.Scene = function () {
2461			oldClass.apply(this, arguments);
2462			this.$super = _util.extend({}, this); // copy parent state
2463			return extension.apply(this, arguments) || this;
2464		};
2465		_util.extend(ScrollMagic.Scene, oldClass); // copy properties
2466		ScrollMagic.Scene.prototype = oldClass.prototype; // copy prototype
2467		ScrollMagic.Scene.prototype.constructor = ScrollMagic.Scene; // restore constructor
2468	};
2469
2470
2471	/**
2472	 * TODO: DOCS (private for dev)
2473	 * @class
2474	 * @private
2475	 */
2476
2477	ScrollMagic.Event = function (type, namespace, target, vars) {
2478		vars = vars || {};
2479		for (var key in vars) {
2480			this[key] = vars[key];
2481		}
2482		this.type = type;
2483		this.target = this.currentTarget = target;
2484		this.namespace = namespace || '';
2485		this.timeStamp = this.timestamp = Date.now();
2486		return this;
2487	};
2488
2489/*
2490 * TODO: DOCS (private for dev)
2491 */
2492
2493	var _util = ScrollMagic._util = (function (window) {
2494		var U = {},
2495			i;
2496
2497		/**
2498		 * ------------------------------
2499		 * internal helpers
2500		 * ------------------------------
2501		 */
2502
2503		// parse float and fall back to 0.
2504		var floatval = function (number) {
2505			return parseFloat(number) || 0;
2506		};
2507		// get current style IE safe (otherwise IE would return calculated values for 'auto')
2508		var _getComputedStyle = function (elem) {
2509			return elem.currentStyle ? elem.currentStyle : window.getComputedStyle(elem);
2510		};
2511
2512		// get element dimension (width or height)
2513		var _dimension = function (which, elem, outer, includeMargin) {
2514			elem = (elem === document) ? window : elem;
2515			if (elem === window) {
2516				includeMargin = false;
2517			} else if (!_type.DomElement(elem)) {
2518				return 0;
2519			}
2520			which = which.charAt(0).toUpperCase() + which.substr(1).toLowerCase();
2521			var dimension = (outer ? elem['offset' + which] || elem['outer' + which] : elem['client' + which] || elem['inner' + which]) || 0;
2522			if (outer && includeMargin) {
2523				var style = _getComputedStyle(elem);
2524				dimension += which === 'Height' ? floatval(style.marginTop) + floatval(style.marginBottom) : floatval(style.marginLeft) + floatval(style.marginRight);
2525			}
2526			return dimension;
2527		};
2528		// converts 'margin-top' into 'marginTop'
2529		var _camelCase = function (str) {
2530			return str.replace(/^[^a-z]+([a-z])/g, '$1').replace(/-([a-z])/g, function (g) {
2531				return g[1].toUpperCase();
2532			});
2533		};
2534
2535		/**
2536		 * ------------------------------
2537		 * external helpers
2538		 * ------------------------------
2539		 */
2540
2541		// extend obj – same as jQuery.extend({}, objA, objB)
2542		U.extend = function (obj) {
2543			obj = obj || {};
2544			for (i = 1; i < arguments.length; i++) {
2545				if (!arguments[i]) {
2546					continue;
2547				}
2548				for (var key in arguments[i]) {
2549					if (arguments[i].hasOwnProperty(key)) {
2550						obj[key] = arguments[i][key];
2551					}
2552				}
2553			}
2554			return obj;
2555		};
2556
2557		// check if a css display type results in margin-collapse or not
2558		U.isMarginCollapseType = function (str) {
2559			return ["block", "flex", "list-item", "table", "-webkit-box"].indexOf(str) > -1;
2560		};
2561
2562		// implementation of requestAnimationFrame
2563		// based on https://gist.github.com/paulirish/1579671
2564		var
2565		lastTime = 0,
2566			vendors = ['ms', 'moz', 'webkit', 'o'];
2567		var _requestAnimationFrame = window.requestAnimationFrame;
2568		var _cancelAnimationFrame = window.cancelAnimationFrame;
2569		// try vendor prefixes if the above doesn't work
2570		for (i = 0; !_requestAnimationFrame && i < vendors.length; ++i) {
2571			_requestAnimationFrame = window[vendors[i] + 'RequestAnimationFrame'];
2572			_cancelAnimationFrame = window[vendors[i] + 'CancelAnimationFrame'] || window[vendors[i] + 'CancelRequestAnimationFrame'];
2573		}
2574
2575		// fallbacks
2576		if (!_requestAnimationFrame) {
2577			_requestAnimationFrame = function (callback) {
2578				var
2579				currTime = new Date().getTime(),
2580					timeToCall = Math.max(0, 16 - (currTime - lastTime)),
2581					id = window.setTimeout(function () {
2582						callback(currTime + timeToCall);
2583					}, timeToCall);
2584				lastTime = currTime + timeToCall;
2585				return id;
2586			};
2587		}
2588		if (!_cancelAnimationFrame) {
2589			_cancelAnimationFrame = function (id) {
2590				window.clearTimeout(id);
2591			};
2592		}
2593		U.rAF = _requestAnimationFrame.bind(window);
2594		U.cAF = _cancelAnimationFrame.bind(window);
2595
2596		var
2597		loglevels = ["error", "warn", "log"],
2598			console = window.console || {};
2599
2600		console.log = console.log ||
2601		function () {}; // no console log, well - do nothing then...
2602		// make sure methods for all levels exist.
2603		for (i = 0; i < loglevels.length; i++) {
2604			var method = loglevels[i];
2605			if (!console[method]) {
2606				console[method] = console.log; // prefer .log over nothing
2607			}
2608		}
2609		U.log = function (loglevel) {
2610			if (loglevel > loglevels.length || loglevel <= 0) loglevel = loglevels.length;
2611			var now = new Date(),
2612				time = ("0" + now.getHours()).slice(-2) + ":" + ("0" + now.getMinutes()).slice(-2) + ":" + ("0" + now.getSeconds()).slice(-2) + ":" + ("00" + now.getMilliseconds()).slice(-3),
2613				method = loglevels[loglevel - 1],
2614				args = Array.prototype.splice.call(arguments, 1),
2615				func = Function.prototype.bind.call(console[method], console);
2616			args.unshift(time);
2617			func.apply(console, args);
2618		};
2619
2620		/**
2621		 * ------------------------------
2622		 * type testing
2623		 * ------------------------------
2624		 */
2625
2626		var _type = U.type = function (v) {
2627			return Object.prototype.toString.call(v).replace(/^\[object (.+)\]$/, "$1").toLowerCase();
2628		};
2629		_type.String = function (v) {
2630			return _type(v) === 'string';
2631		};
2632		_type.Function = function (v) {
2633			return _type(v) === 'function';
2634		};
2635		_type.Array = function (v) {
2636			return Array.isArray(v);
2637		};
2638		_type.Number = function (v) {
2639			return !_type.Array(v) && (v - parseFloat(v) + 1) >= 0;
2640		};
2641		_type.DomElement = function (o) {
2642			return (
2643			typeof HTMLElement === "object" ? o instanceof HTMLElement : //DOM2
2644			o && typeof o === "object" && o !== null && o.nodeType === 1 && typeof o.nodeName === "string");
2645		};
2646
2647		/**
2648		 * ------------------------------
2649		 * DOM Element info
2650		 * ------------------------------
2651		 */
2652		// always returns a list of matching DOM elements, from a selector, a DOM element or an list of elements or even an array of selectors
2653		var _get = U.get = {};
2654		_get.elements = function (selector) {
2655			var arr = [];
2656			if (_type.String(selector)) {
2657				try {
2658					selector = document.querySelectorAll(selector);
2659				} catch (e) { // invalid selector
2660					return arr;
2661				}
2662			}
2663			if (_type(selector) === 'nodelist' || _type.Array(selector)) {
2664				for (var i = 0, ref = arr.length = selector.length; i < ref; i++) { // list of elements
2665					var elem = selector[i];
2666					arr[i] = _type.DomElement(elem) ? elem : _get.elements(elem); // if not an element, try to resolve recursively
2667				}
2668			} else if (_type.DomElement(selector) || selector === document || selector === window) {
2669				arr = [selector]; // only the element
2670			}
2671			return arr;
2672		};
2673		// get scroll top value
2674		_get.scrollTop = function (elem) {
2675			return (elem && typeof elem.scrollTop === 'number') ? elem.scrollTop : window.pageYOffset || 0;
2676		};
2677		// get scroll left value
2678		_get.scrollLeft = function (elem) {
2679			return (elem && typeof elem.scrollLeft === 'number') ? elem.scrollLeft : window.pageXOffset || 0;
2680		};
2681		// get element height
2682		_get.width = function (elem, outer, includeMargin) {
2683			return _dimension('width', elem, outer, includeMargin);
2684		};
2685		// get element width
2686		_get.height = function (elem, outer, includeMargin) {
2687			return _dimension('height', elem, outer, includeMargin);
2688		};
2689
2690		// get element position (optionally relative to viewport)
2691		_get.offset = function (elem, relativeToViewport) {
2692			var offset = {
2693				top: 0,
2694				left: 0
2695			};
2696			if (elem && elem.getBoundingClientRect) { // check if available
2697				var rect = elem.getBoundingClientRect();
2698				offset.top = rect.top;
2699				offset.left = rect.left;
2700				if (!relativeToViewport) { // clientRect is by default relative to viewport...
2701					offset.top += _get.scrollTop();
2702					offset.left += _get.scrollLeft();
2703				}
2704			}
2705			return offset;
2706		};
2707
2708		/**
2709		 * ------------------------------
2710		 * DOM Element manipulation
2711		 * ------------------------------
2712		 */
2713
2714		U.addClass = function (elem, classname) {
2715			if (classname) {
2716				if (elem.classList) elem.classList.add(classname);
2717				else elem.className += ' ' + classname;
2718			}
2719		};
2720		U.removeClass = function (elem, classname) {
2721			if (classname) {
2722				if (elem.classList) elem.classList.remove(classname);
2723				else elem.className = elem.className.replace(new RegExp('(^|\\b)' + classname.split(' ').join('|') + '(\\b|$)', 'gi'), ' ');
2724			}
2725		};
2726		// if options is string -> returns css value
2727		// if options is array -> returns object with css value pairs
2728		// if options is object -> set new css values
2729		U.css = function (elem, options) {
2730			if (_type.String(options)) {
2731				return _getComputedStyle(elem)[_camelCase(options)];
2732			} else if (_type.Array(options)) {
2733				var
2734				obj = {},
2735					style = _getComputedStyle(elem);
2736				options.forEach(function (option, key) {
2737					obj[option] = style[_camelCase(option)];
2738				});
2739				return obj;
2740			} else {
2741				for (var option in options) {
2742					var val = options[option];
2743					if (val == parseFloat(val)) { // assume pixel for seemingly numerical values
2744						val += 'px';
2745					}
2746					elem.style[_camelCase(option)] = val;
2747				}
2748			}
2749		};
2750
2751		return U;
2752	}(window || {}));
2753
2754	ScrollMagic.Scene.prototype.addIndicators = function () {
2755		ScrollMagic._util.log(1, '(ScrollMagic.Scene) -> ERROR calling addIndicators() due to missing Plugin \'debug.addIndicators\'. Please make sure to include plugins/debug.addIndicators.js');
2756		return this;
2757	}
2758	ScrollMagic.Scene.prototype.removeIndicators = function () {
2759		ScrollMagic._util.log(1, '(ScrollMagic.Scene) -> ERROR calling removeIndicators() due to missing Plugin \'debug.addIndicators\'. Please make sure to include plugins/debug.addIndicators.js');
2760		return this;
2761	}
2762	ScrollMagic.Scene.prototype.setTween = function () {
2763		ScrollMagic._util.log(1, '(ScrollMagic.Scene) -> ERROR calling setTween() due to missing Plugin \'animation.gsap\'. Please make sure to include plugins/animation.gsap.js');
2764		return this;
2765	}
2766	ScrollMagic.Scene.prototype.removeTween = function () {
2767		ScrollMagic._util.log(1, '(ScrollMagic.Scene) -> ERROR calling removeTween() due to missing Plugin \'animation.gsap\'. Please make sure to include plugins/animation.gsap.js');
2768		return this;
2769	}
2770	ScrollMagic.Scene.prototype.setVelocity = function () {
2771		ScrollMagic._util.log(1, '(ScrollMagic.Scene) -> ERROR calling setVelocity() due to missing Plugin \'animation.velocity\'. Please make sure to include plugins/animation.velocity.js');
2772		return this;
2773	}
2774	ScrollMagic.Scene.prototype.removeVelocity = function () {
2775		ScrollMagic._util.log(1, '(ScrollMagic.Scene) -> ERROR calling removeVelocity() due to missing Plugin \'animation.velocity\'. Please make sure to include plugins/animation.velocity.js');
2776		return this;
2777	}
2778
2779	return ScrollMagic;
2780}));

Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.