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Benjamin Roth authored on22/05/2020 12:22:50
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+/*!
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+ * ScrollMagic v2.0.7 (2019-05-07)
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+ * The javascript library for magical scroll interactions.
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+ * (c) 2019 Jan Paepke (@janpaepke)
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+ * Project Website: http://scrollmagic.io
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+ * 
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+ * @version 2.0.7
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+ * @license Dual licensed under MIT license and GPL.
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+ * @author Jan Paepke - e-mail@janpaepke.de
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+ *
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+ * @file ScrollMagic main library.
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+ */
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+/**
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+ * @namespace ScrollMagic
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+ */
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+(function (root, factory) {
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+	if (typeof define === 'function' && define.amd) {
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+		// AMD. Register as an anonymous module.
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+		define(factory);
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+	} else if (typeof exports === 'object') {
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+		// CommonJS
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+		module.exports = factory();
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+	} else {
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+		// Browser global
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+		root.ScrollMagic = factory();
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+	}
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+}(this, function () {
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+	"use strict";
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+
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+	var ScrollMagic = function () {
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+		_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.');
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+	};
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+
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+	ScrollMagic.version = "2.0.7";
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+
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+	// TODO: temporary workaround for chrome's scroll jitter bug
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+	window.addEventListener("mousewheel", function () {});
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+
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+	// global const
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+	var PIN_SPACER_ATTRIBUTE = "data-scrollmagic-pin-spacer";
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+
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+	/**
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+	 * The main class that is needed once per scroll container.
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+	 *
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+	 * @class
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+	 *
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+	 * @example
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+	 * // basic initialization
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+	 * var controller = new ScrollMagic.Controller();
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+	 *
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+	 * // passing options
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+	 * var controller = new ScrollMagic.Controller({container: "#myContainer", loglevel: 3});
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+	 *
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+	 * @param {object} [options] - An object containing one or more options for the controller.
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+	 * @param {(string|object)} [options.container=window] - A selector, DOM object that references the main container for scrolling.
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+	 * @param {boolean} [options.vertical=true] - Sets the scroll mode to vertical (`true`) or horizontal (`false`) scrolling.
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+	 * @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}.
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+	 * @param {number} [options.loglevel=2] Loglevel for debugging. Note that logging is disabled in the minified version of ScrollMagic.
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+											 ** `0` => silent
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+											 ** `1` => errors
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+											 ** `2` => errors, warnings
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+											 ** `3` => errors, warnings, debuginfo
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+	 * @param {boolean} [options.refreshInterval=100] - Some changes don't call events by default, like changing the container size or moving a scene trigger element.  
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+	 																										 This interval polls these parameters to fire the necessary events.  
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+	 																										 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.
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+	 *
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+	 */
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+	ScrollMagic.Controller = function (options) {
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+		/*
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+		 * ----------------------------------------------------------------
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+		 * settings
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+		 * ----------------------------------------------------------------
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+		 */
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+		var
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+			NAMESPACE = 'ScrollMagic.Controller',
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+			SCROLL_DIRECTION_FORWARD = 'FORWARD',
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+			SCROLL_DIRECTION_REVERSE = 'REVERSE',
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+			SCROLL_DIRECTION_PAUSED = 'PAUSED',
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+			DEFAULT_OPTIONS = CONTROLLER_OPTIONS.defaults;
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+
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+		/*
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+		 * ----------------------------------------------------------------
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+		 * private vars
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+		 * ----------------------------------------------------------------
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+		 */
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+		var
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+			Controller = this,
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+			_options = _util.extend({}, DEFAULT_OPTIONS, options),
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+			_sceneObjects = [],
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+			_updateScenesOnNextCycle = false, // can be boolean (true => all scenes) or an array of scenes to be updated
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+			_scrollPos = 0,
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+			_scrollDirection = SCROLL_DIRECTION_PAUSED,
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+			_isDocument = true,
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+			_viewPortSize = 0,
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+			_enabled = true,
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+			_updateTimeout,
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+			_refreshTimeout;
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+
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+		/*
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+		 * ----------------------------------------------------------------
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+		 * private functions
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+		 * ----------------------------------------------------------------
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+		 */
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+
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+		/**
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+		 * Internal constructor function of the ScrollMagic Controller
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+		 * @private
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+		 */
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+		var construct = function () {
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+			for (var key in _options) {
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+				if (!DEFAULT_OPTIONS.hasOwnProperty(key)) {
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+					log(2, "WARNING: Unknown option \"" + key + "\"");
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+					delete _options[key];
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+				}
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+			}
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+			_options.container = _util.get.elements(_options.container)[0];
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+			// check ScrollContainer
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+			if (!_options.container) {
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+				log(1, "ERROR creating object " + NAMESPACE + ": No valid scroll container supplied");
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+				throw NAMESPACE + " init failed."; // cancel
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+			}
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+			_isDocument = _options.container === window || _options.container === document.body || !document.body.contains(_options.container);
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+			// normalize to window
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+			if (_isDocument) {
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+				_options.container = window;
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+			}
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+			// update container size immediately
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+			_viewPortSize = getViewportSize();
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+			// set event handlers
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+			_options.container.addEventListener("resize", onChange);
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+			_options.container.addEventListener("scroll", onChange);
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+
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+			var ri = parseInt(_options.refreshInterval, 10);
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+			_options.refreshInterval = _util.type.Number(ri) ? ri : DEFAULT_OPTIONS.refreshInterval;
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+			scheduleRefresh();
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+
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+			log(3, "added new " + NAMESPACE + " controller (v" + ScrollMagic.version + ")");
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+		};
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+
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+		/**
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+		 * Schedule the next execution of the refresh function
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+		 * @private
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+		 */
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+		var scheduleRefresh = function () {
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+			if (_options.refreshInterval > 0) {
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+				_refreshTimeout = window.setTimeout(refresh, _options.refreshInterval);
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+			}
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+		};
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+
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+		/**
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+		 * Default function to get scroll pos - overwriteable using `Controller.scrollPos(newFunction)`
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+		 * @private
153
+		 */
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+		var getScrollPos = function () {
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+			return _options.vertical ? _util.get.scrollTop(_options.container) : _util.get.scrollLeft(_options.container);
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+		};
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+
158
+		/**
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+		 * Returns the current viewport Size (width vor horizontal, height for vertical)
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+		 * @private
161
+		 */
162
+		var getViewportSize = function () {
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+			return _options.vertical ? _util.get.height(_options.container) : _util.get.width(_options.container);
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+		};
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+
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+		/**
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+		 * Default function to set scroll pos - overwriteable using `Controller.scrollTo(newFunction)`
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+		 * Make available publicly for pinned mousewheel workaround.
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+		 * @private
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+		 */
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+		var setScrollPos = this._setScrollPos = function (pos) {
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+			if (_options.vertical) {
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+				if (_isDocument) {
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+					window.scrollTo(_util.get.scrollLeft(), pos);
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+				} else {
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+					_options.container.scrollTop = pos;
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+				}
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+			} else {
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+				if (_isDocument) {
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+					window.scrollTo(pos, _util.get.scrollTop());
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+				} else {
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+					_options.container.scrollLeft = pos;
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+				}
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+			}
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+		};
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+
187
+		/**
188
+		 * Handle updates in cycles instead of on scroll (performance)
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+		 * @private
190
+		 */
191
+		var updateScenes = function () {
192
+			if (_enabled && _updateScenesOnNextCycle) {
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+				// determine scenes to update
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+				var scenesToUpdate = _util.type.Array(_updateScenesOnNextCycle) ? _updateScenesOnNextCycle : _sceneObjects.slice(0);
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+				// reset scenes
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+				_updateScenesOnNextCycle = false;
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+				var oldScrollPos = _scrollPos;
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+				// update scroll pos now instead of onChange, as it might have changed since scheduling (i.e. in-browser smooth scroll)
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+				_scrollPos = Controller.scrollPos();
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+				var deltaScroll = _scrollPos - oldScrollPos;
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+				if (deltaScroll !== 0) { // scroll position changed?
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+					_scrollDirection = (deltaScroll > 0) ? SCROLL_DIRECTION_FORWARD : SCROLL_DIRECTION_REVERSE;
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+				}
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+				// reverse order of scenes if scrolling reverse
205
+				if (_scrollDirection === SCROLL_DIRECTION_REVERSE) {
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+					scenesToUpdate.reverse();
207
+				}
208
+				// update scenes
209
+				scenesToUpdate.forEach(function (scene, index) {
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+					log(3, "updating Scene " + (index + 1) + "/" + scenesToUpdate.length + " (" + _sceneObjects.length + " total)");
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+					scene.update(true);
212
+				});
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+				if (scenesToUpdate.length === 0 && _options.loglevel >= 3) {
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+					log(3, "updating 0 Scenes (nothing added to controller)");
215
+				}
216
+			}
217
+		};
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+
219
+		/**
220
+		 * Initializes rAF callback
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+		 * @private
222
+		 */
223
+		var debounceUpdate = function () {
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+			_updateTimeout = _util.rAF(updateScenes);
225
+		};
226
+
227
+		/**
228
+		 * Handles Container changes
229
+		 * @private
230
+		 */
231
+		var onChange = function (e) {
232
+			log(3, "event fired causing an update:", e.type);
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+			if (e.type == "resize") {
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+				// resize
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+				_viewPortSize = getViewportSize();
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+				_scrollDirection = SCROLL_DIRECTION_PAUSED;
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+			}
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+			// schedule update
239
+			if (_updateScenesOnNextCycle !== true) {
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+				_updateScenesOnNextCycle = true;
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+				debounceUpdate();
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+			}
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+		};
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+
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+		var refresh = function () {
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+			if (!_isDocument) {
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+				// simulate resize event. Only works for viewport relevant param (performance)
248
+				if (_viewPortSize != getViewportSize()) {
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+					var resizeEvent;
250
+					try {
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+						resizeEvent = new Event('resize', {
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+							bubbles: false,
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+							cancelable: false
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+						});
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+					} catch (e) { // stupid IE
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+						resizeEvent = document.createEvent("Event");
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+						resizeEvent.initEvent("resize", false, false);
258
+					}
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+					_options.container.dispatchEvent(resizeEvent);
260
+				}
261
+			}
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+			_sceneObjects.forEach(function (scene, index) { // refresh all scenes
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+				scene.refresh();
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+			});
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+			scheduleRefresh();
266
+		};
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+
268
+		/**
269
+		 * Send a debug message to the console.
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+		 * provided publicly with _log for plugins
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+		 * @private
272
+		 *
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+		 * @param {number} loglevel - The loglevel required to initiate output for the message.
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+		 * @param {...mixed} output - One or more variables that should be passed to the console.
275
+		 */
276
+		var log = this._log = function (loglevel, output) {
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+			if (_options.loglevel >= loglevel) {
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+				Array.prototype.splice.call(arguments, 1, 0, "(" + NAMESPACE + ") ->");
279
+				_util.log.apply(window, arguments);
280
+			}
281
+		};
282
+		// 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
283
+		this._options = _options;
284
+
285
+		/**
286
+		 * Sort scenes in ascending order of their start offset.
287
+		 * @private
288
+		 *
289
+		 * @param {array} ScenesArray - an array of ScrollMagic Scenes that should be sorted
290
+		 * @return {array} The sorted array of Scenes.
291
+		 */
292
+		var sortScenes = function (ScenesArray) {
293
+			if (ScenesArray.length <= 1) {
294
+				return ScenesArray;
295
+			} else {
296
+				var scenes = ScenesArray.slice(0);
297
+				scenes.sort(function (a, b) {
298
+					return a.scrollOffset() > b.scrollOffset() ? 1 : -1;
299
+				});
300
+				return scenes;
301
+			}
302
+		};
303
+
304
+		/**
305
+		 * ----------------------------------------------------------------
306
+		 * public functions
307
+		 * ----------------------------------------------------------------
308
+		 */
309
+
310
+		/**
311
+		 * Add one ore more scene(s) to the controller.  
312
+		 * This is the equivalent to `Scene.addTo(controller)`.
313
+		 * @public
314
+		 * @example
315
+		 * // with a previously defined scene
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+		 * controller.addScene(scene);
317
+		 *
318
+		 * // with a newly created scene.
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+		 * controller.addScene(new ScrollMagic.Scene({duration : 0}));
320
+		 *
321
+		 * // adding multiple scenes
322
+		 * controller.addScene([scene, scene2, new ScrollMagic.Scene({duration : 0})]);
323
+		 *
324
+		 * @param {(ScrollMagic.Scene|array)} newScene - ScrollMagic Scene or Array of Scenes to be added to the controller.
325
+		 * @return {Controller} Parent object for chaining.
326
+		 */
327
+		this.addScene = function (newScene) {
328
+			if (_util.type.Array(newScene)) {
329
+				newScene.forEach(function (scene, index) {
330
+					Controller.addScene(scene);
331
+				});
332
+			} else if (newScene instanceof ScrollMagic.Scene) {
333
+				if (newScene.controller() !== Controller) {
334
+					newScene.addTo(Controller);
335
+				} else if (_sceneObjects.indexOf(newScene) < 0) {
336
+					// new scene
337
+					_sceneObjects.push(newScene); // add to array
338
+					_sceneObjects = sortScenes(_sceneObjects); // sort
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+					newScene.on("shift.controller_sort", function () { // resort whenever scene moves
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+						_sceneObjects = sortScenes(_sceneObjects);
341
+					});
342
+					// insert Global defaults.
343
+					for (var key in _options.globalSceneOptions) {
344
+						if (newScene[key]) {
345
+							newScene[key].call(newScene, _options.globalSceneOptions[key]);
346
+						}
347
+					}
348
+					log(3, "adding Scene (now " + _sceneObjects.length + " total)");
349
+				}
350
+			} else {
351
+				log(1, "ERROR: invalid argument supplied for '.addScene()'");
352
+			}
353
+			return Controller;
354
+		};
355
+
356
+		/**
357
+		 * Remove one ore more scene(s) from the controller.  
358
+		 * This is the equivalent to `Scene.remove()`.
359
+		 * @public
360
+		 * @example
361
+		 * // remove a scene from the controller
362
+		 * controller.removeScene(scene);
363
+		 *
364
+		 * // remove multiple scenes from the controller
365
+		 * controller.removeScene([scene, scene2, scene3]);
366
+		 *
367
+		 * @param {(ScrollMagic.Scene|array)} Scene - ScrollMagic Scene or Array of Scenes to be removed from the controller.
368
+		 * @returns {Controller} Parent object for chaining.
369
+		 */
370
+		this.removeScene = function (Scene) {
371
+			if (_util.type.Array(Scene)) {
372
+				Scene.forEach(function (scene, index) {
373
+					Controller.removeScene(scene);
374
+				});
375
+			} else {
376
+				var index = _sceneObjects.indexOf(Scene);
377
+				if (index > -1) {
378
+					Scene.off("shift.controller_sort");
379
+					_sceneObjects.splice(index, 1);
380
+					log(3, "removing Scene (now " + _sceneObjects.length + " left)");
381
+					Scene.remove();
382
+				}
383
+			}
384
+			return Controller;
385
+		};
386
+
387
+		/**
388
+	 * Update one ore more scene(s) according to the scroll position of the container.  
389
+	 * This is the equivalent to `Scene.update()`.  
390
+	 * 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.  
391
+	 * 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.  
392
+	 * _**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._
393
+	 * @public
394
+	 * @example
395
+	 * // update a specific scene on next cycle
396
+ 	 * controller.updateScene(scene);
397
+ 	 *
398
+	 * // update a specific scene immediately
399
+	 * controller.updateScene(scene, true);
400
+ 	 *
401
+	 * // update multiple scenes scene on next cycle
402
+	 * controller.updateScene([scene1, scene2, scene3]);
403
+	 *
404
+	 * @param {ScrollMagic.Scene} Scene - ScrollMagic Scene or Array of Scenes that is/are supposed to be updated.
405
+	 * @param {boolean} [immediately=false] - If `true` the update will be instant, if `false` it will wait until next update cycle.  
406
+	 										  This is useful when changing multiple properties of the scene - this way it will only be updated once all new properties are set (updateScenes).
407
+	 * @return {Controller} Parent object for chaining.
408
+	 */
409
+		this.updateScene = function (Scene, immediately) {
410
+			if (_util.type.Array(Scene)) {
411
+				Scene.forEach(function (scene, index) {
412
+					Controller.updateScene(scene, immediately);
413
+				});
414
+			} else {
415
+				if (immediately) {
416
+					Scene.update(true);
417
+				} else if (_updateScenesOnNextCycle !== true && Scene instanceof ScrollMagic.Scene) { // if _updateScenesOnNextCycle is true, all connected scenes are already scheduled for update
418
+					// prep array for next update cycle
419
+					_updateScenesOnNextCycle = _updateScenesOnNextCycle || [];
420
+					if (_updateScenesOnNextCycle.indexOf(Scene) == -1) {
421
+						_updateScenesOnNextCycle.push(Scene);
422
+					}
423
+					_updateScenesOnNextCycle = sortScenes(_updateScenesOnNextCycle); // sort
424
+					debounceUpdate();
425
+				}
426
+			}
427
+			return Controller;
428
+		};
429
+
430
+		/**
431
+		 * Updates the controller params and calls updateScene on every scene, that is attached to the controller.  
432
+		 * See `Controller.updateScene()` for more information about what this means.  
433
+		 * 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.  
434
+		 * The only application for this method is when ScrollMagic fails to detect these events.  
435
+		 * 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.
436
+		 * 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.
437
+		 * @public
438
+		 * @example
439
+		 * // update the controller on next cycle (saves performance due to elimination of redundant updates)
440
+		 * controller.update();
441
+		 *
442
+		 * // update the controller immediately
443
+		 * controller.update(true);
444
+		 *
445
+		 * @param {boolean} [immediately=false] - If `true` the update will be instant, if `false` it will wait until next update cycle (better performance)
446
+		 * @return {Controller} Parent object for chaining.
447
+		 */
448
+		this.update = function (immediately) {
449
+			onChange({
450
+				type: "resize"
451
+			}); // will update size and set _updateScenesOnNextCycle to true
452
+			if (immediately) {
453
+				updateScenes();
454
+			}
455
+			return Controller;
456
+		};
457
+
458
+		/**
459
+		 * Scroll to a numeric scroll offset, a DOM element, the start of a scene or provide an alternate method for scrolling.  
460
+		 * For vertical controllers it will change the top scroll offset and for horizontal applications it will change the left offset.
461
+		 * @public
462
+		 *
463
+		 * @since 1.1.0
464
+		 * @example
465
+		 * // scroll to an offset of 100
466
+		 * controller.scrollTo(100);
467
+		 *
468
+		 * // scroll to a DOM element
469
+		 * controller.scrollTo("#anchor");
470
+		 *
471
+		 * // scroll to the beginning of a scene
472
+		 * var scene = new ScrollMagic.Scene({offset: 200});
473
+		 * controller.scrollTo(scene);
474
+		 *
475
+		 * // define a new scroll position modification function (jQuery animate instead of jump)
476
+		 * controller.scrollTo(function (newScrollPos) {
477
+		 *	$("html, body").animate({scrollTop: newScrollPos});
478
+		 * });
479
+		 * controller.scrollTo(100); // call as usual, but the new function will be used instead
480
+		 *
481
+		 * // define a new scroll function with an additional parameter
482
+		 * controller.scrollTo(function (newScrollPos, message) {
483
+		 *  console.log(message);
484
+		 *	$(this).animate({scrollTop: newScrollPos});
485
+		 * });
486
+		 * // call as usual, but supply an extra parameter to the defined custom function
487
+		 * controller.scrollTo(100, "my message");
488
+		 *
489
+		 * // define a new scroll function with an additional parameter containing multiple variables
490
+		 * controller.scrollTo(function (newScrollPos, options) {
491
+		 *  someGlobalVar = options.a + options.b;
492
+		 *	$(this).animate({scrollTop: newScrollPos});
493
+		 * });
494
+		 * // call as usual, but supply an extra parameter containing multiple options
495
+		 * controller.scrollTo(100, {a: 1, b: 2});
496
+		 *
497
+		 * // define a new scroll function with a callback supplied as an additional parameter
498
+		 * controller.scrollTo(function (newScrollPos, callback) {
499
+		 *	$(this).animate({scrollTop: newScrollPos}, 400, "swing", callback);
500
+		 * });
501
+		 * // call as usual, but supply an extra parameter, which is used as a callback in the previously defined custom scroll function
502
+		 * controller.scrollTo(100, function() {
503
+		 *	console.log("scroll has finished.");
504
+		 * });
505
+		 *
506
+		 * @param {mixed} scrollTarget - The supplied argument can be one of these types:
507
+		 * 1. `number` -> The container will scroll to this new scroll offset.
508
+		 * 2. `string` or `object` -> Can be a selector or a DOM object.  
509
+		 *  The container will scroll to the position of this element.
510
+		 * 3. `ScrollMagic Scene` -> The container will scroll to the start of this scene.
511
+		 * 4. `function` -> This function will be used for future scroll position modifications.  
512
+		 *  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`.  
513
+		 *  It may also optionally receive an optional additional parameter (see below)  
514
+		 *  _**NOTE:**  
515
+		 *  All other options will still work as expected, using the new function to scroll._
516
+		 * @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.
517
+		 * @returns {Controller} Parent object for chaining.
518
+		 */
519
+		this.scrollTo = function (scrollTarget, additionalParameter) {
520
+			if (_util.type.Number(scrollTarget)) { // excecute
521
+				setScrollPos.call(_options.container, scrollTarget, additionalParameter);
522
+			} else if (scrollTarget instanceof ScrollMagic.Scene) { // scroll to scene
523
+				if (scrollTarget.controller() === Controller) { // check if the controller is associated with this scene
524
+					Controller.scrollTo(scrollTarget.scrollOffset(), additionalParameter);
525
+				} else {
526
+					log(2, "scrollTo(): The supplied scene does not belong to this controller. Scroll cancelled.", scrollTarget);
527
+				}
528
+			} else if (_util.type.Function(scrollTarget)) { // assign new scroll function
529
+				setScrollPos = scrollTarget;
530
+			} else { // scroll to element
531
+				var elem = _util.get.elements(scrollTarget)[0];
532
+				if (elem) {
533
+					// if parent is pin spacer, use spacer position instead so correct start position is returned for pinned elements.
534
+					while (elem.parentNode.hasAttribute(PIN_SPACER_ATTRIBUTE)) {
535
+						elem = elem.parentNode;
536
+					}
537
+
538
+					var
539
+						param = _options.vertical ? "top" : "left", // which param is of interest ?
540
+						containerOffset = _util.get.offset(_options.container), // container position is needed because element offset is returned in relation to document, not in relation to container.
541
+						elementOffset = _util.get.offset(elem);
542
+
543
+					if (!_isDocument) { // container is not the document root, so substract scroll Position to get correct trigger element position relative to scrollcontent
544
+						containerOffset[param] -= Controller.scrollPos();
545
+					}
546
+
547
+					Controller.scrollTo(elementOffset[param] - containerOffset[param], additionalParameter);
548
+				} else {
549
+					log(2, "scrollTo(): The supplied argument is invalid. Scroll cancelled.", scrollTarget);
550
+				}
551
+			}
552
+			return Controller;
553
+		};
554
+
555
+		/**
556
+		 * **Get** the current scrollPosition or **Set** a new method to calculate it.  
557
+		 * -> **GET**:
558
+		 * When used as a getter this function will return the current scroll position.  
559
+		 * To get a cached value use Controller.info("scrollPos"), which will be updated in the update cycle.  
560
+		 * For vertical controllers it will return the top scroll offset and for horizontal applications it will return the left offset.
561
+		 *
562
+		 * -> **SET**:
563
+		 * When used as a setter this method prodes a way to permanently overwrite the controller's scroll position calculation.  
564
+		 * 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.  
565
+		 * Moving a child container inside a parent is a commonly used method for several scrolling frameworks, including iScroll.  
566
+		 * By providing an alternate calculation function you can make sure ScrollMagic receives the correct scroll position.  
567
+		 * Please also bear in mind that your function should return y values for vertical scrolls an x for horizontals.
568
+		 *
569
+		 * To change the current scroll position please use `Controller.scrollTo()`.
570
+		 * @public
571
+		 *
572
+		 * @example
573
+		 * // get the current scroll Position
574
+		 * var scrollPos = controller.scrollPos();
575
+		 *
576
+		 * // set a new scroll position calculation method
577
+		 * controller.scrollPos(function () {
578
+		 *	return this.info("vertical") ? -mychildcontainer.y : -mychildcontainer.x
579
+		 * });
580
+		 *
581
+		 * @param {function} [scrollPosMethod] - The function to be used for the scroll position calculation of the container.
582
+		 * @returns {(number|Controller)} Current scroll position or parent object for chaining.
583
+		 */
584
+		this.scrollPos = function (scrollPosMethod) {
585
+			if (!arguments.length) { // get
586
+				return getScrollPos.call(Controller);
587
+			} else { // set
588
+				if (_util.type.Function(scrollPosMethod)) {
589
+					getScrollPos = scrollPosMethod;
590
+				} else {
591
+					log(2, "Provided value for method 'scrollPos' is not a function. To change the current scroll position use 'scrollTo()'.");
592
+				}
593
+			}
594
+			return Controller;
595
+		};
596
+
597
+		/**
598
+		 * **Get** all infos or one in particular about the controller.
599
+		 * @public
600
+		 * @example
601
+		 * // returns the current scroll position (number)
602
+		 * var scrollPos = controller.info("scrollPos");
603
+		 *
604
+		 * // returns all infos as an object
605
+		 * var infos = controller.info();
606
+		 *
607
+		 * @param {string} [about] - If passed only this info will be returned instead of an object containing all.  
608
+		 							 Valid options are:
609
+		 							 ** `"size"` => the current viewport size of the container
610
+		 							 ** `"vertical"` => true if vertical scrolling, otherwise false
611
+		 							 ** `"scrollPos"` => the current scroll position
612
+		 							 ** `"scrollDirection"` => the last known direction of the scroll
613
+		 							 ** `"container"` => the container element
614
+		 							 ** `"isDocument"` => true if container element is the document.
615
+		 * @returns {(mixed|object)} The requested info(s).
616
+		 */
617
+		this.info = function (about) {
618
+			var values = {
619
+				size: _viewPortSize, // contains height or width (in regard to orientation);
620
+				vertical: _options.vertical,
621
+				scrollPos: _scrollPos,
622
+				scrollDirection: _scrollDirection,
623
+				container: _options.container,
624
+				isDocument: _isDocument
625
+			};
626
+			if (!arguments.length) { // get all as an object
627
+				return values;
628
+			} else if (values[about] !== undefined) {
629
+				return values[about];
630
+			} else {
631
+				log(1, "ERROR: option \"" + about + "\" is not available");
632
+				return;
633
+			}
634
+		};
635
+
636
+		/**
637
+		 * **Get** or **Set** the current loglevel option value.
638
+		 * @public
639
+		 *
640
+		 * @example
641
+		 * // get the current value
642
+		 * var loglevel = controller.loglevel();
643
+		 *
644
+		 * // set a new value
645
+		 * controller.loglevel(3);
646
+		 *
647
+		 * @param {number} [newLoglevel] - The new loglevel setting of the Controller. `[0-3]`
648
+		 * @returns {(number|Controller)} Current loglevel or parent object for chaining.
649
+		 */
650
+		this.loglevel = function (newLoglevel) {
651
+			if (!arguments.length) { // get
652
+				return _options.loglevel;
653
+			} else if (_options.loglevel != newLoglevel) { // set
654
+				_options.loglevel = newLoglevel;
655
+			}
656
+			return Controller;
657
+		};
658
+
659
+		/**
660
+		 * **Get** or **Set** the current enabled state of the controller.  
661
+		 * This can be used to disable all Scenes connected to the controller without destroying or removing them.
662
+		 * @public
663
+		 *
664
+		 * @example
665
+		 * // get the current value
666
+		 * var enabled = controller.enabled();
667
+		 *
668
+		 * // disable the controller
669
+		 * controller.enabled(false);
670
+		 *
671
+		 * @param {boolean} [newState] - The new enabled state of the controller `true` or `false`.
672
+		 * @returns {(boolean|Controller)} Current enabled state or parent object for chaining.
673
+		 */
674
+		this.enabled = function (newState) {
675
+			if (!arguments.length) { // get
676
+				return _enabled;
677
+			} else if (_enabled != newState) { // set
678
+				_enabled = !!newState;
679
+				Controller.updateScene(_sceneObjects, true);
680
+			}
681
+			return Controller;
682
+		};
683
+
684
+		/**
685
+		 * Destroy the Controller, all Scenes and everything.
686
+		 * @public
687
+		 *
688
+		 * @example
689
+		 * // without resetting the scenes
690
+		 * controller = controller.destroy();
691
+		 *
692
+		 * // with scene reset
693
+		 * controller = controller.destroy(true);
694
+		 *
695
+		 * @param {boolean} [resetScenes=false] - If `true` the pins and tweens (if existent) of all scenes will be reset.
696
+		 * @returns {null} Null to unset handler variables.
697
+		 */
698
+		this.destroy = function (resetScenes) {
699
+			window.clearTimeout(_refreshTimeout);
700
+			var i = _sceneObjects.length;
701
+			while (i--) {
702
+				_sceneObjects[i].destroy(resetScenes);
703
+			}
704
+			_options.container.removeEventListener("resize", onChange);
705
+			_options.container.removeEventListener("scroll", onChange);
706
+			_util.cAF(_updateTimeout);
707
+			log(3, "destroyed " + NAMESPACE + " (reset: " + (resetScenes ? "true" : "false") + ")");
708
+			return null;
709
+		};
710
+
711
+		// INIT
712
+		construct();
713
+		return Controller;
714
+	};
715
+
716
+	// store pagewide controller options
717
+	var CONTROLLER_OPTIONS = {
718
+		defaults: {
719
+			container: window,
720
+			vertical: true,
721
+			globalSceneOptions: {},
722
+			loglevel: 2,
723
+			refreshInterval: 100
724
+		}
725
+	};
726
+	/*
727
+	 * method used to add an option to ScrollMagic Scenes.
728
+	 */
729
+	ScrollMagic.Controller.addOption = function (name, defaultValue) {
730
+		CONTROLLER_OPTIONS.defaults[name] = defaultValue;
731
+	};
732
+	// instance extension function for plugins
733
+	ScrollMagic.Controller.extend = function (extension) {
734
+		var oldClass = this;
735
+		ScrollMagic.Controller = function () {
736
+			oldClass.apply(this, arguments);
737
+			this.$super = _util.extend({}, this); // copy parent state
738
+			return extension.apply(this, arguments) || this;
739
+		};
740
+		_util.extend(ScrollMagic.Controller, oldClass); // copy properties
741
+		ScrollMagic.Controller.prototype = oldClass.prototype; // copy prototype
742
+		ScrollMagic.Controller.prototype.constructor = ScrollMagic.Controller; // restore constructor
743
+	};
744
+
745
+
746
+	/**
747
+	 * A Scene defines where the controller should react and how.
748
+	 *
749
+	 * @class
750
+	 *
751
+	 * @example
752
+	 * // create a standard scene and add it to a controller
753
+	 * new ScrollMagic.Scene()
754
+	 *		.addTo(controller);
755
+	 *
756
+	 * // create a scene with custom options and assign a handler to it.
757
+	 * var scene = new ScrollMagic.Scene({
758
+	 * 		duration: 100,
759
+	 *		offset: 200,
760
+	 *		triggerHook: "onEnter",
761
+	 *		reverse: false
762
+	 * });
763
+	 *
764
+	 * @param {object} [options] - Options for the Scene. The options can be updated at any time.  
765
+	 							   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.  
766
+	 							   When a scene is added to the controller the options defined using the Scene constructor will be overwritten by those set in `globalSceneOptions`.
767
+	 * @param {(number|string|function)} [options.duration=0] - The duration of the scene. 
768
+	 					Please see `Scene.duration()` for details.
769
+	 * @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.
770
+	 * @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).
771
+	 * @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.  
772
+	 															  Can also be defined using a string:
773
+	 															  ** `"onEnter"` => `1`
774
+	 															  ** `"onCenter"` => `0.5`
775
+	 															  ** `"onLeave"` => `0`
776
+	 * @param {boolean} [options.reverse=true] - Should the scene reverse, when scrolling up?
777
+	 * @param {number} [options.loglevel=2] - Loglevel for debugging. Note that logging is disabled in the minified version of ScrollMagic.
778
+	 										  ** `0` => silent
779
+	 										  ** `1` => errors
780
+	 										  ** `2` => errors, warnings
781
+	 										  ** `3` => errors, warnings, debuginfo
782
+	 * 
783
+	 */
784
+	ScrollMagic.Scene = function (options) {
785
+
786
+		/*
787
+		 * ----------------------------------------------------------------
788
+		 * settings
789
+		 * ----------------------------------------------------------------
790
+		 */
791
+
792
+		var
793
+			NAMESPACE = 'ScrollMagic.Scene',
794
+			SCENE_STATE_BEFORE = 'BEFORE',
795
+			SCENE_STATE_DURING = 'DURING',
796
+			SCENE_STATE_AFTER = 'AFTER',
797
+			DEFAULT_OPTIONS = SCENE_OPTIONS.defaults;
798
+
799
+		/*
800
+		 * ----------------------------------------------------------------
801
+		 * private vars
802
+		 * ----------------------------------------------------------------
803
+		 */
804
+
805
+		var
806
+			Scene = this,
807
+			_options = _util.extend({}, DEFAULT_OPTIONS, options),
808
+			_state = SCENE_STATE_BEFORE,
809
+			_progress = 0,
810
+			_scrollOffset = {
811
+				start: 0,
812
+				end: 0
813
+			}, // reflects the controllers's scroll position for the start and end of the scene respectively
814
+			_triggerPos = 0,
815
+			_enabled = true,
816
+			_durationUpdateMethod,
817
+			_controller;
818
+
819
+		/**
820
+		 * Internal constructor function of the ScrollMagic Scene
821
+		 * @private
822
+		 */
823
+		var construct = function () {
824
+			for (var key in _options) { // check supplied options
825
+				if (!DEFAULT_OPTIONS.hasOwnProperty(key)) {
826
+					log(2, "WARNING: Unknown option \"" + key + "\"");
827
+					delete _options[key];
828
+				}
829
+			}
830
+			// add getters/setters for all possible options
831
+			for (var optionName in DEFAULT_OPTIONS) {
832
+				addSceneOption(optionName);
833
+			}
834
+			// validate all options
835
+			validateOption();
836
+		};
837
+
838
+		/*
839
+		 * ----------------------------------------------------------------
840
+		 * Event Management
841
+		 * ----------------------------------------------------------------
842
+		 */
843
+
844
+		var _listeners = {};
845
+		/**
846
+		 * Scene start event.  
847
+		 * Fires whenever the scroll position its the starting point of the scene.  
848
+		 * 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.
849
+		 *
850
+		 * For details on this event and the order in which it is fired, please review the {@link Scene.progress} method.
851
+		 *
852
+		 * @event ScrollMagic.Scene#start
853
+		 *
854
+		 * @example
855
+		 * scene.on("start", function (event) {
856
+		 * 	console.log("Hit start point of scene.");
857
+		 * });
858
+		 *
859
+		 * @property {object} event - The event Object passed to each callback
860
+		 * @property {string} event.type - The name of the event
861
+		 * @property {Scene} event.target - The Scene object that triggered this event
862
+		 * @property {number} event.progress - Reflects the current progress of the scene
863
+		 * @property {string} event.state - The current state of the scene `"BEFORE"` or `"DURING"`
864
+		 * @property {string} event.scrollDirection - Indicates which way we are scrolling `"PAUSED"`, `"FORWARD"` or `"REVERSE"`
865
+		 */
866
+		/**
867
+		 * Scene end event.  
868
+		 * Fires whenever the scroll position its the ending point of the scene.  
869
+		 * 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.
870
+		 *
871
+		 * For details on this event and the order in which it is fired, please review the {@link Scene.progress} method.
872
+		 *
873
+		 * @event ScrollMagic.Scene#end
874
+		 *
875
+		 * @example
876
+		 * scene.on("end", function (event) {
877
+		 * 	console.log("Hit end point of scene.");
878
+		 * });
879
+		 *
880
+		 * @property {object} event - The event Object passed to each callback
881
+		 * @property {string} event.type - The name of the event
882
+		 * @property {Scene} event.target - The Scene object that triggered this event
883
+		 * @property {number} event.progress - Reflects the current progress of the scene
884
+		 * @property {string} event.state - The current state of the scene `"DURING"` or `"AFTER"`
885
+		 * @property {string} event.scrollDirection - Indicates which way we are scrolling `"PAUSED"`, `"FORWARD"` or `"REVERSE"`
886
+		 */
887
+		/**
888
+		 * Scene enter event.  
889
+		 * Fires whenever the scene enters the "DURING" state.  
890
+		 * Keep in mind that it doesn't matter if the scene plays forward or backward: This event always fires when the scene enters its active scroll timeframe, regardless of the scroll-direction.
891
+		 *
892
+		 * For details on this event and the order in which it is fired, please review the {@link Scene.progress} method.
893
+		 *
894
+		 * @event ScrollMagic.Scene#enter
895
+		 *
896
+		 * @example
897
+		 * scene.on("enter", function (event) {
898
+		 * 	console.log("Scene entered.");
899
+		 * });
900
+		 *
901
+		 * @property {object} event - The event Object passed to each callback
902
+		 * @property {string} event.type - The name of the event
903
+		 * @property {Scene} event.target - The Scene object that triggered this event
904
+		 * @property {number} event.progress - Reflects the current progress of the scene
905
+		 * @property {string} event.state - The current state of the scene - always `"DURING"`
906
+		 * @property {string} event.scrollDirection - Indicates which way we are scrolling `"PAUSED"`, `"FORWARD"` or `"REVERSE"`
907
+		 */
908
+		/**
909
+		 * Scene leave event.  
910
+		 * Fires whenever the scene's state goes from "DURING" to either "BEFORE" or "AFTER".  
911
+		 * 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.
912
+		 *
913
+		 * For details on this event and the order in which it is fired, please review the {@link Scene.progress} method.
914
+		 *
915
+		 * @event ScrollMagic.Scene#leave
916
+		 *
917
+		 * @example
918
+		 * scene.on("leave", function (event) {
919
+		 * 	console.log("Scene left.");
920
+		 * });
921
+		 *
922
+		 * @property {object} event - The event Object passed to each callback
923
+		 * @property {string} event.type - The name of the event
924
+		 * @property {Scene} event.target - The Scene object that triggered this event
925
+		 * @property {number} event.progress - Reflects the current progress of the scene
926
+		 * @property {string} event.state - The current state of the scene `"BEFORE"` or `"AFTER"`
927
+		 * @property {string} event.scrollDirection - Indicates which way we are scrolling `"PAUSED"`, `"FORWARD"` or `"REVERSE"`
928
+		 */
929
+		/**
930
+		 * Scene update event.  
931
+		 * Fires whenever the scene is updated (but not necessarily changes the progress).
932
+		 *
933
+		 * @event ScrollMagic.Scene#update
934
+		 *
935
+		 * @example
936
+		 * scene.on("update", function (event) {
937
+		 * 	console.log("Scene updated.");
938
+		 * });
939
+		 *
940
+		 * @property {object} event - The event Object passed to each callback
941
+		 * @property {string} event.type - The name of the event
942
+		 * @property {Scene} event.target - The Scene object that triggered this event
943
+		 * @property {number} event.startPos - The starting position of the scene (in relation to the conainer)
944
+		 * @property {number} event.endPos - The ending position of the scene (in relation to the conainer)
945
+		 * @property {number} event.scrollPos - The current scroll position of the container
946
+		 */
947
+		/**
948
+		 * Scene progress event.  
949
+		 * Fires whenever the progress of the scene changes.
950
+		 *
951
+		 * For details on this event and the order in which it is fired, please review the {@link Scene.progress} method.
952
+		 *
953
+		 * @event ScrollMagic.Scene#progress
954
+		 *
955
+		 * @example
956
+		 * scene.on("progress", function (event) {
957
+		 * 	console.log("Scene progress changed to " + event.progress);
958
+		 * });
959
+		 *
960
+		 * @property {object} event - The event Object passed to each callback
961
+		 * @property {string} event.type - The name of the event
962
+		 * @property {Scene} event.target - The Scene object that triggered this event
963
+		 * @property {number} event.progress - Reflects the current progress of the scene
964
+		 * @property {string} event.state - The current state of the scene `"BEFORE"`, `"DURING"` or `"AFTER"`
965
+		 * @property {string} event.scrollDirection - Indicates which way we are scrolling `"PAUSED"`, `"FORWARD"` or `"REVERSE"`
966
+		 */
967
+		/**
968
+		 * Scene change event.  
969
+		 * Fires whenvever a property of the scene is changed.
970
+		 *
971
+		 * @event ScrollMagic.Scene#change
972
+		 *
973
+		 * @example
974
+		 * scene.on("change", function (event) {
975
+		 * 	console.log("Scene Property \"" + event.what + "\" changed to " + event.newval);
976
+		 * });
977
+		 *
978
+		 * @property {object} event - The event Object passed to each callback
979
+		 * @property {string} event.type - The name of the event
980
+		 * @property {Scene} event.target - The Scene object that triggered this event
981
+		 * @property {string} event.what - Indicates what value has been changed
982
+		 * @property {mixed} event.newval - The new value of the changed property
983
+		 */
984
+		/**
985
+		 * Scene shift event.  
986
+		 * Fires whenvever the start or end **scroll offset** of the scene change.
987
+		 * This happens explicitely, when one of these values change: `offset`, `duration` or `triggerHook`.
988
+		 * It will fire implicitly when the `triggerElement` changes, if the new element has a different position (most cases).
989
+		 * It will also fire implicitly when the size of the container changes and the triggerHook is anything other than `onLeave`.
990
+		 *
991
+		 * @event ScrollMagic.Scene#shift
992
+		 * @since 1.1.0
993
+		 *
994
+		 * @example
995
+		 * scene.on("shift", function (event) {
996
+		 * 	console.log("Scene moved, because the " + event.reason + " has changed.)");
997
+		 * });
998
+		 *
999
+		 * @property {object} event - The event Object passed to each callback
1000
+		 * @property {string} event.type - The name of the event
1001
+		 * @property {Scene} event.target - The Scene object that triggered this event
1002
+		 * @property {string} event.reason - Indicates why the scene has shifted
1003
+		 */
1004
+		/**
1005
+		 * Scene destroy event.  
1006
+		 * Fires whenvever the scene is destroyed.
1007
+		 * This can be used to tidy up custom behaviour used in events.
1008
+		 *
1009
+		 * @event ScrollMagic.Scene#destroy
1010
+		 * @since 1.1.0
1011
+		 *
1012
+		 * @example
1013
+		 * scene.on("enter", function (event) {
1014
+		 *        // add custom action
1015
+		 *        $("#my-elem").left("200");
1016
+		 *      })
1017
+		 *      .on("destroy", function (event) {
1018
+		 *        // reset my element to start position
1019
+		 *        if (event.reset) {
1020
+		 *          $("#my-elem").left("0");
1021
+		 *        }
1022
+		 *      });
1023
+		 *
1024
+		 * @property {object} event - The event Object passed to each callback
1025
+		 * @property {string} event.type - The name of the event
1026
+		 * @property {Scene} event.target - The Scene object that triggered this event
1027
+		 * @property {boolean} event.reset - Indicates if the destroy method was called with reset `true` or `false`.
1028
+		 */
1029
+		/**
1030
+		 * Scene add event.  
1031
+		 * Fires when the scene is added to a controller.
1032
+		 * This is mostly used by plugins to know that change might be due.
1033
+		 *
1034
+		 * @event ScrollMagic.Scene#add
1035
+		 * @since 2.0.0
1036
+		 *
1037
+		 * @example
1038
+		 * scene.on("add", function (event) {
1039
+		 * 	console.log('Scene was added to a new controller.');
1040
+		 * });
1041
+		 *
1042
+		 * @property {object} event - The event Object passed to each callback
1043
+		 * @property {string} event.type - The name of the event
1044
+		 * @property {Scene} event.target - The Scene object that triggered this event
1045
+		 * @property {boolean} event.controller - The controller object the scene was added to.
1046
+		 */
1047
+		/**
1048
+		 * Scene remove event.  
1049
+		 * Fires when the scene is removed from a controller.
1050
+		 * This is mostly used by plugins to know that change might be due.
1051
+		 *
1052
+		 * @event ScrollMagic.Scene#remove
1053
+		 * @since 2.0.0
1054
+		 *
1055
+		 * @example
1056
+		 * scene.on("remove", function (event) {
1057
+		 * 	console.log('Scene was removed from its controller.');
1058
+		 * });
1059
+		 *
1060
+		 * @property {object} event - The event Object passed to each callback
1061
+		 * @property {string} event.type - The name of the event
1062
+		 * @property {Scene} event.target - The Scene object that triggered this event
1063
+		 */
1064
+
1065
+		/**
1066
+		 * Add one ore more event listener.  
1067
+		 * The callback function will be fired at the respective event, and an object containing relevant data will be passed to the callback.
1068
+		 * @method ScrollMagic.Scene#on
1069
+		 *
1070
+		 * @example
1071
+		 * function callback (event) {
1072
+		 * 		console.log("Event fired! (" + event.type + ")");
1073
+		 * }
1074
+		 * // add listeners
1075
+		 * scene.on("change update progress start end enter leave", callback);
1076
+		 *
1077
+		 * @param {string} names - The name or names of the event the callback should be attached to.
1078
+		 * @param {function} callback - A function that should be executed, when the event is dispatched. An event object will be passed to the callback.
1079
+		 * @returns {Scene} Parent object for chaining.
1080
+		 */
1081
+		this.on = function (names, callback) {
1082
+			if (_util.type.Function(callback)) {
1083
+				names = names.trim().split(' ');
1084
+				names.forEach(function (fullname) {
1085
+					var
1086
+						nameparts = fullname.split('.'),
1087
+						eventname = nameparts[0],
1088
+						namespace = nameparts[1];
1089
+					if (eventname != "*") { // disallow wildcards
1090
+						if (!_listeners[eventname]) {
1091
+							_listeners[eventname] = [];
1092
+						}
1093
+						_listeners[eventname].push({
1094
+							namespace: namespace || '',
1095
+							callback: callback
1096
+						});
1097
+					}
1098
+				});
1099
+			} else {
1100
+				log(1, "ERROR when calling '.on()': Supplied callback for '" + names + "' is not a valid function!");
1101
+			}
1102
+			return Scene;
1103
+		};
1104
+
1105
+		/**
1106
+		 * Remove one or more event listener.
1107
+		 * @method ScrollMagic.Scene#off
1108
+		 *
1109
+		 * @example
1110
+		 * function callback (event) {
1111
+		 * 		console.log("Event fired! (" + event.type + ")");
1112
+		 * }
1113
+		 * // add listeners
1114
+		 * scene.on("change update", callback);
1115
+		 * // remove listeners
1116
+		 * scene.off("change update", callback);
1117
+		 *
1118
+		 * @param {string} names - The name or names of the event that should be removed.
1119
+		 * @param {function} [callback] - A specific callback function that should be removed. If none is passed all callbacks to the event listener will be removed.
1120
+		 * @returns {Scene} Parent object for chaining.
1121
+		 */
1122
+		this.off = function (names, callback) {
1123
+			if (!names) {
1124
+				log(1, "ERROR: Invalid event name supplied.");
1125
+				return Scene;
1126
+			}
1127
+			names = names.trim().split(' ');
1128
+			names.forEach(function (fullname, key) {
1129
+				var
1130
+					nameparts = fullname.split('.'),
1131
+					eventname = nameparts[0],
1132
+					namespace = nameparts[1] || '',
1133
+					removeList = eventname === '*' ? Object.keys(_listeners) : [eventname];
1134
+				removeList.forEach(function (remove) {
1135
+					var
1136
+						list = _listeners[remove] || [],
1137
+						i = list.length;
1138
+					while (i--) {
1139
+						var listener = list[i];
1140
+						if (listener && (namespace === listener.namespace || namespace === '*') && (!callback || callback == listener.callback)) {
1141
+							list.splice(i, 1);
1142
+						}
1143
+					}
1144
+					if (!list.length) {
1145
+						delete _listeners[remove];
1146
+					}
1147
+				});
1148
+			});
1149
+			return Scene;
1150
+		};
1151
+
1152
+		/**
1153
+		 * Trigger an event.
1154
+		 * @method ScrollMagic.Scene#trigger
1155
+		 *
1156
+		 * @example
1157
+		 * this.trigger("change");
1158
+		 *
1159
+		 * @param {string} name - The name of the event that should be triggered.
1160
+		 * @param {object} [vars] - An object containing info that should be passed to the callback.
1161
+		 * @returns {Scene} Parent object for chaining.
1162
+		 */
1163
+		this.trigger = function (name, vars) {
1164
+			if (name) {
1165
+				var
1166
+					nameparts = name.trim().split('.'),
1167
+					eventname = nameparts[0],
1168
+					namespace = nameparts[1],
1169
+					listeners = _listeners[eventname];
1170
+				log(3, 'event fired:', eventname, vars ? "->" : '', vars || '');
1171
+				if (listeners) {
1172
+					listeners.forEach(function (listener, key) {
1173
+						if (!namespace || namespace === listener.namespace) {
1174
+							listener.callback.call(Scene, new ScrollMagic.Event(eventname, listener.namespace, Scene, vars));
1175
+						}
1176
+					});
1177
+				}
1178
+			} else {
1179
+				log(1, "ERROR: Invalid event name supplied.");
1180
+			}
1181
+			return Scene;
1182
+		};
1183
+
1184
+		// set event listeners
1185
+		Scene
1186
+			.on("change.internal", function (e) {
1187
+				if (e.what !== "loglevel" && e.what !== "tweenChanges") { // no need for a scene update scene with these options...
1188
+					if (e.what === "triggerElement") {
1189
+						updateTriggerElementPosition();
1190
+					} 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.
1191
+						Scene.update();
1192
+					}
1193
+				}
1194
+			})
1195
+			.on("shift.internal", function (e) {
1196
+				updateScrollOffset();
1197
+				Scene.update(); // update scene to reflect new position
1198
+			});
1199
+
1200
+		/**
1201
+		 * Send a debug message to the console.
1202
+		 * @private
1203
+		 * but provided publicly with _log for plugins
1204
+		 *
1205
+		 * @param {number} loglevel - The loglevel required to initiate output for the message.
1206
+		 * @param {...mixed} output - One or more variables that should be passed to the console.
1207
+		 */
1208
+		var log = this._log = function (loglevel, output) {
1209
+			if (_options.loglevel >= loglevel) {
1210
+				Array.prototype.splice.call(arguments, 1, 0, "(" + NAMESPACE + ") ->");
1211
+				_util.log.apply(window, arguments);
1212
+			}
1213
+		};
1214
+
1215
+		/**
1216
+		 * Add the scene to a controller.  
1217
+		 * This is the equivalent to `Controller.addScene(scene)`.
1218
+		 * @method ScrollMagic.Scene#addTo
1219
+		 *
1220
+		 * @example
1221
+		 * // add a scene to a ScrollMagic Controller
1222
+		 * scene.addTo(controller);
1223
+		 *
1224
+		 * @param {ScrollMagic.Controller} controller - The controller to which the scene should be added.
1225
+		 * @returns {Scene} Parent object for chaining.
1226
+		 */
1227
+		this.addTo = function (controller) {
1228
+			if (!(controller instanceof ScrollMagic.Controller)) {
1229
+				log(1, "ERROR: supplied argument of 'addTo()' is not a valid ScrollMagic Controller");
1230
+			} else if (_controller != controller) {
1231
+				// new controller
1232
+				if (_controller) { // was associated to a different controller before, so remove it...
1233
+					_controller.removeScene(Scene);
1234
+				}
1235
+				_controller = controller;
1236
+				validateOption();
1237
+				updateDuration(true);
1238
+				updateTriggerElementPosition(true);
1239
+				updateScrollOffset();
1240
+				_controller.info("container").addEventListener('resize', onContainerResize);
1241
+				controller.addScene(Scene);
1242
+				Scene.trigger("add", {
1243
+					controller: _controller
1244
+				});
1245
+				log(3, "added " + NAMESPACE + " to controller");
1246
+				Scene.update();
1247
+			}
1248
+			return Scene;
1249
+		};
1250
+
1251
+		/**
1252
+		 * **Get** or **Set** the current enabled state of the scene.  
1253
+		 * This can be used to disable this scene without removing or destroying it.
1254
+		 * @method ScrollMagic.Scene#enabled
1255
+		 *
1256
+		 * @example
1257
+		 * // get the current value
1258
+		 * var enabled = scene.enabled();
1259
+		 *
1260
+		 * // disable the scene
1261
+		 * scene.enabled(false);
1262
+		 *
1263
+		 * @param {boolean} [newState] - The new enabled state of the scene `true` or `false`.
1264
+		 * @returns {(boolean|Scene)} Current enabled state or parent object for chaining.
1265
+		 */
1266
+		this.enabled = function (newState) {
1267
+			if (!arguments.length) { // get
1268
+				return _enabled;
1269
+			} else if (_enabled != newState) { // set
1270
+				_enabled = !!newState;
1271
+				Scene.update(true);
1272
+			}
1273
+			return Scene;
1274
+		};
1275
+
1276
+		/**
1277
+		 * Remove the scene from the controller.  
1278
+		 * This is the equivalent to `Controller.removeScene(scene)`.
1279
+		 * The scene will not be updated anymore until you readd it to a controller.
1280
+		 * To remove the pin or the tween you need to call removeTween() or removePin() respectively.
1281
+		 * @method ScrollMagic.Scene#remove
1282
+		 * @example
1283
+		 * // remove the scene from its controller
1284
+		 * scene.remove();
1285
+		 *
1286
+		 * @returns {Scene} Parent object for chaining.
1287
+		 */
1288
+		this.remove = function () {
1289
+			if (_controller) {
1290
+				_controller.info("container").removeEventListener('resize', onContainerResize);
1291
+				var tmpParent = _controller;
1292
+				_controller = undefined;
1293
+				tmpParent.removeScene(Scene);
1294
+				Scene.trigger("remove");
1295
+				log(3, "removed " + NAMESPACE + " from controller");
1296
+			}
1297
+			return Scene;
1298
+		};
1299
+
1300
+		/**
1301
+		 * Destroy the scene and everything.
1302
+		 * @method ScrollMagic.Scene#destroy
1303
+		 * @example
1304
+		 * // destroy the scene without resetting the pin and tween to their initial positions
1305
+		 * scene = scene.destroy();
1306
+		 *
1307
+		 * // destroy the scene and reset the pin and tween
1308
+		 * scene = scene.destroy(true);
1309
+		 *
1310
+		 * @param {boolean} [reset=false] - If `true` the pin and tween (if existent) will be reset.
1311
+		 * @returns {null} Null to unset handler variables.
1312
+		 */
1313
+		this.destroy = function (reset) {
1314
+			Scene.trigger("destroy", {
1315
+				reset: reset
1316
+			});
1317
+			Scene.remove();
1318
+			Scene.off("*.*");
1319
+			log(3, "destroyed " + NAMESPACE + " (reset: " + (reset ? "true" : "false") + ")");
1320
+			return null;
1321
+		};
1322
+
1323
+
1324
+		/**
1325
+		 * Updates the Scene to reflect the current state.  
1326
+		 * This is the equivalent to `Controller.updateScene(scene, immediately)`.  
1327
+		 * 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.  
1328
+		 * 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.
1329
+		 * 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.  
1330
+		 * _**NOTE:** This method gets called constantly whenever ScrollMagic 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._
1331
+		 * @method ScrollMagic.Scene#update
1332
+		 * @example
1333
+		 * // update the scene on next tick
1334
+		 * scene.update();
1335
+		 *
1336
+		 * // update the scene immediately
1337
+		 * scene.update(true);
1338
+		 *
1339
+		 * @fires Scene.update
1340
+		 *
1341
+		 * @param {boolean} [immediately=false] - If `true` the update will be instant, if `false` it will wait until next update cycle (better performance).
1342
+		 * @returns {Scene} Parent object for chaining.
1343
+		 */
1344
+		this.update = function (immediately) {
1345
+			if (_controller) {
1346
+				if (immediately) {
1347
+					if (_controller.enabled() && _enabled) {
1348
+						var
1349
+							scrollPos = _controller.info("scrollPos"),
1350
+							newProgress;
1351
+
1352
+						if (_options.duration > 0) {
1353
+							newProgress = (scrollPos - _scrollOffset.start) / (_scrollOffset.end - _scrollOffset.start);
1354
+						} else {
1355
+							newProgress = scrollPos >= _scrollOffset.start ? 1 : 0;
1356
+						}
1357
+
1358
+						Scene.trigger("update", {
1359
+							startPos: _scrollOffset.start,
1360
+							endPos: _scrollOffset.end,
1361
+							scrollPos: scrollPos
1362
+						});
1363
+
1364
+						Scene.progress(newProgress);
1365
+					} else if (_pin && _state === SCENE_STATE_DURING) {
1366
+						updatePinState(true); // unpin in position
1367
+					}
1368
+				} else {
1369
+					_controller.updateScene(Scene, false);
1370
+				}
1371
+			}
1372
+			return Scene;
1373
+		};
1374
+
1375
+		/**
1376
+		 * Updates dynamic scene variables like the trigger element position or the duration.
1377
+		 * This method is automatically called in regular intervals from the controller. See {@link ScrollMagic.Controller} option `refreshInterval`.
1378
+		 * 
1379
+		 * You can call it to minimize lag, for example when you intentionally change the position of the triggerElement.
1380
+		 * If you don't it will simply be updated in the next refresh interval of the container, which is usually sufficient.
1381
+		 *
1382
+		 * @method ScrollMagic.Scene#refresh
1383
+		 * @since 1.1.0
1384
+		 * @example
1385
+		 * scene = new ScrollMagic.Scene({triggerElement: "#trigger"});
1386
+		 * 
1387
+		 * // change the position of the trigger
1388
+		 * $("#trigger").css("top", 500);
1389
+		 * // immediately let the scene know of this change
1390
+		 * scene.refresh();
1391
+		 *
1392
+		 * @fires {@link Scene.shift}, if the trigger element position or the duration changed
1393
+		 * @fires {@link Scene.change}, if the duration changed
1394
+		 *
1395
+		 * @returns {Scene} Parent object for chaining.
1396
+		 */
1397
+		this.refresh = function () {
1398
+			updateDuration();
1399
+			updateTriggerElementPosition();
1400
+			// update trigger element position
1401
+			return Scene;
1402
+		};
1403
+
1404
+		/**
1405
+		 * **Get** or **Set** the scene's progress.  
1406
+		 * Usually it shouldn't be necessary to use this as a setter, as it is set automatically by scene.update().  
1407
+		 * The order in which the events are fired depends on the duration of the scene:
1408
+		 *  1. Scenes with `duration == 0`:  
1409
+		 *  Scenes that have no duration by definition have no ending. Thus the `end` event will never be fired.  
1410
+		 *  When the trigger position of the scene is passed the events are always fired in this order:  
1411
+		 *  `enter`, `start`, `progress` when scrolling forward  
1412
+		 *  and  
1413
+		 *  `progress`, `start`, `leave` when scrolling in reverse
1414
+		 *  2. Scenes with `duration > 0`:  
1415
+		 *  Scenes with a set duration have a defined start and end point.  
1416
+		 *  When scrolling past the start position of the scene it will fire these events in this order:  
1417
+		 *  `enter`, `start`, `progress`  
1418
+		 *  When continuing to scroll and passing the end point it will fire these events:  
1419
+		 *  `progress`, `end`, `leave`  
1420
+		 *  When reversing through the end point these events are fired:  
1421
+		 *  `enter`, `end`, `progress`  
1422
+		 *  And when continuing to scroll past the start position in reverse it will fire:  
1423
+		 *  `progress`, `start`, `leave`  
1424
+		 *  In between start and end the `progress` event will be called constantly, whenever the progress changes.
1425
+		 * 
1426
+		 * In short:  
1427
+		 * `enter` events will always trigger **before** the progress update and `leave` envents will trigger **after** the progress update.  
1428
+		 * `start` and `end` will always trigger at their respective position.
1429
+		 * 
1430
+		 * Please review the event descriptions for details on the events and the event object that is passed to the callback.
1431
+		 * 
1432
+		 * @method ScrollMagic.Scene#progress
1433
+		 * @example
1434
+		 * // get the current scene progress
1435
+		 * var progress = scene.progress();
1436
+		 *
1437
+		 * // set new scene progress
1438
+		 * scene.progress(0.3);
1439
+		 *
1440
+		 * @fires {@link Scene.enter}, when used as setter
1441
+		 * @fires {@link Scene.start}, when used as setter
1442
+		 * @fires {@link Scene.progress}, when used as setter
1443
+		 * @fires {@link Scene.end}, when used as setter
1444
+		 * @fires {@link Scene.leave}, when used as setter
1445
+		 *
1446
+		 * @param {number} [progress] - The new progress value of the scene `[0-1]`.
1447
+		 * @returns {number} `get` -  Current scene progress.
1448
+		 * @returns {Scene} `set` -  Parent object for chaining.
1449
+		 */
1450
+		this.progress = function (progress) {
1451
+			if (!arguments.length) { // get
1452
+				return _progress;
1453
+			} else { // set
1454
+				var
1455
+					doUpdate = false,
1456
+					oldState = _state,
1457
+					scrollDirection = _controller ? _controller.info("scrollDirection") : 'PAUSED',
1458
+					reverseOrForward = _options.reverse || progress >= _progress;
1459
+				if (_options.duration === 0) {
1460
+					// zero duration scenes
1461
+					doUpdate = _progress != progress;
1462
+					_progress = progress < 1 && reverseOrForward ? 0 : 1;
1463
+					_state = _progress === 0 ? SCENE_STATE_BEFORE : SCENE_STATE_DURING;
1464
+				} else {
1465
+					// scenes with start and end
1466
+					if (progress < 0 && _state !== SCENE_STATE_BEFORE && reverseOrForward) {
1467
+						// go back to initial state
1468
+						_progress = 0;
1469
+						_state = SCENE_STATE_BEFORE;
1470
+						doUpdate = true;
1471
+					} else if (progress >= 0 && progress < 1 && reverseOrForward) {
1472
+						_progress = progress;
1473
+						_state = SCENE_STATE_DURING;
1474
+						doUpdate = true;
1475
+					} else if (progress >= 1 && _state !== SCENE_STATE_AFTER) {
1476
+						_progress = 1;
1477
+						_state = SCENE_STATE_AFTER;
1478
+						doUpdate = true;
1479
+					} else if (_state === SCENE_STATE_DURING && !reverseOrForward) {
1480
+						updatePinState(); // in case we scrolled backwards mid-scene and reverse is disabled => update the pin position, so it doesn't move back as well.
1481
+					}
1482
+				}
1483
+				if (doUpdate) {
1484
+					// fire events
1485
+					var
1486
+						eventVars = {
1487
+							progress: _progress,
1488
+							state: _state,
1489
+							scrollDirection: scrollDirection
1490
+						},
1491
+						stateChanged = _state != oldState;
1492
+
1493
+					var trigger = function (eventName) { // tmp helper to simplify code
1494
+						Scene.trigger(eventName, eventVars);
1495
+					};
1496
+
1497
+					if (stateChanged) { // enter events
1498
+						if (oldState !== SCENE_STATE_DURING) {
1499
+							trigger("enter");
1500
+							trigger(oldState === SCENE_STATE_BEFORE ? "start" : "end");
1501
+						}
1502
+					}
1503
+					trigger("progress");
1504
+					if (stateChanged) { // leave events
1505
+						if (_state !== SCENE_STATE_DURING) {
1506
+							trigger(_state === SCENE_STATE_BEFORE ? "start" : "end");
1507
+							trigger("leave");
1508
+						}
1509
+					}
1510
+				}
1511
+
1512
+				return Scene;
1513
+			}
1514
+		};
1515
+
1516
+
1517
+		/**
1518
+		 * Update the start and end scrollOffset of the container.
1519
+		 * The positions reflect what the controller's scroll position will be at the start and end respectively.
1520
+		 * Is called, when:
1521
+		 *   - Scene event "change" is called with: offset, triggerHook, duration 
1522
+		 *   - scroll container event "resize" is called
1523
+		 *   - the position of the triggerElement changes
1524
+		 *   - the controller changes -> addTo()
1525
+		 * @private
1526
+		 */
1527
+		var updateScrollOffset = function () {
1528
+			_scrollOffset = {
1529
+				start: _triggerPos + _options.offset
1530
+			};
1531
+			if (_controller && _options.triggerElement) {
1532
+				// take away triggerHook portion to get relative to top
1533
+				_scrollOffset.start -= _controller.info("size") * _options.triggerHook;
1534
+			}
1535
+			_scrollOffset.end = _scrollOffset.start + _options.duration;
1536
+		};
1537
+
1538
+		/**
1539
+		 * Updates the duration if set to a dynamic function.
1540
+		 * This method is called when the scene is added to a controller and in regular intervals from the controller through scene.refresh().
1541
+		 * 
1542
+		 * @fires {@link Scene.change}, if the duration changed
1543
+		 * @fires {@link Scene.shift}, if the duration changed
1544
+		 *
1545
+		 * @param {boolean} [suppressEvents=false] - If true the shift event will be suppressed.
1546
+		 * @private
1547
+		 */
1548
+		var updateDuration = function (suppressEvents) {
1549
+			// update duration
1550
+			if (_durationUpdateMethod) {
1551
+				var varname = "duration";
1552
+				if (changeOption(varname, _durationUpdateMethod.call(Scene)) && !suppressEvents) { // set
1553
+					Scene.trigger("change", {
1554
+						what: varname,
1555
+						newval: _options[varname]
1556
+					});
1557
+					Scene.trigger("shift", {
1558
+						reason: varname
1559
+					});
1560
+				}
1561
+			}
1562
+		};
1563
+
1564
+		/**
1565
+		 * Updates the position of the triggerElement, if present.
1566
+		 * This method is called ...
1567
+		 *  - ... when the triggerElement is changed
1568
+		 *  - ... when the scene is added to a (new) controller
1569
+		 *  - ... in regular intervals from the controller through scene.refresh().
1570
+		 * 
1571
+		 * @fires {@link Scene.shift}, if the position changed
1572
+		 *
1573
+		 * @param {boolean} [suppressEvents=false] - If true the shift event will be suppressed.
1574
+		 * @private
1575
+		 */
1576
+		var updateTriggerElementPosition = function (suppressEvents) {
1577
+			var
1578
+				elementPos = 0,
1579
+				telem = _options.triggerElement;
1580
+			if (_controller && (telem || _triggerPos > 0)) { // either an element exists or was removed and the triggerPos is still > 0
1581
+				if (telem) { // there currently a triggerElement set
1582
+					if (telem.parentNode) { // check if element is still attached to DOM
1583
+						var
1584
+							controllerInfo = _controller.info(),
1585
+							containerOffset = _util.get.offset(controllerInfo.container), // 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
+
1588
+						// if parent is spacer, use spacer position instead so correct start position is returned for pinned elements.
1589
+						while (telem.parentNode.hasAttribute(PIN_SPACER_ATTRIBUTE)) {
1590
+							telem = telem.parentNode;
1591
+						}
1592
+
1593
+						var elementOffset = _util.get.offset(telem);
1594
+
1595
+						if (!controllerInfo.isDocument) { // container is not the document root, so substract scroll Position to get correct trigger element position relative to scrollcontent
1596
+							containerOffset[param] -= _controller.scrollPos();
1597
+						}
1598
+
1599
+						elementPos = elementOffset[param] - containerOffset[param];
1600
+
1601
+					} else { // there was an element, but it was removed from DOM
1602
+						log(2, "WARNING: triggerElement was removed from DOM and will be reset to", undefined);
1603
+						Scene.triggerElement(undefined); // unset, so a change event is triggered
1604
+					}
1605
+				}
1606
+
1607
+				var changed = elementPos != _triggerPos;
1608
+				_triggerPos = elementPos;
1609
+				if (changed && !suppressEvents) {
1610
+					Scene.trigger("shift", {
1611
+						reason: "triggerElementPosition"
1612
+					});
1613
+				}
1614
+			}
1615
+		};
1616
+
1617
+		/**
1618
+		 * Trigger a shift event, when the container is resized and the triggerHook is > 1.
1619
+		 * @private
1620
+		 */
1621
+		var onContainerResize = function (e) {
1622
+			if (_options.triggerHook > 0) {
1623
+				Scene.trigger("shift", {
1624
+					reason: "containerResize"
1625
+				});
1626
+			}
1627
+		};
1628
+
1629
+
1630
+		var _validate = _util.extend(SCENE_OPTIONS.validate, {
1631
+			// validation for duration handled internally for reference to private var _durationMethod
1632
+			duration: function (val) {
1633
+				if (_util.type.String(val) && val.match(/^(\.|\d)*\d+%$/)) {
1634
+					// percentage value
1635
+					var perc = parseFloat(val) / 100;
1636
+					val = function () {
1637
+						return _controller ? _controller.info("size") * perc : 0;
1638
+					};
1639
+				}
1640
+				if (_util.type.Function(val)) {
1641
+					// function
1642
+					_durationUpdateMethod = val;
1643
+					try {
1644
+						val = parseFloat(_durationUpdateMethod.call(Scene));
1645
+					} catch (e) {
1646
+						val = -1; // will cause error below
1647
+					}
1648
+				}
1649
+				// val has to be float
1650
+				val = parseFloat(val);
1651
+				if (!_util.type.Number(val) || val < 0) {
1652
+					if (_durationUpdateMethod) {
1653
+						_durationUpdateMethod = undefined;
1654
+						throw ["Invalid return value of supplied function for option \"duration\":", val];
1655
+					} else {
1656
+						throw ["Invalid value for option \"duration\":", val];
1657
+					}
1658
+				}
1659
+				return val;
1660
+			}
1661
+		});
1662
+
1663
+		/**
1664
+		 * Checks the validity of a specific or all options and reset to default if neccessary.
1665
+		 * @private
1666
+		 */
1667
+		var validateOption = function (check) {
1668
+			check = arguments.length ? [check] : Object.keys(_validate);
1669
+			check.forEach(function (optionName, key) {
1670
+				var value;
1671
+				if (_validate[optionName]) { // there is a validation method for this option
1672
+					try { // validate value
1673
+						value = _validate[optionName](_options[optionName]);
1674
+					} catch (e) { // validation failed -> reset to default
1675
+						value = DEFAULT_OPTIONS[optionName];
1676
+						var logMSG = _util.type.String(e) ? [e] : e;
1677
+						if (_util.type.Array(logMSG)) {
1678
+							logMSG[0] = "ERROR: " + logMSG[0];
1679
+							logMSG.unshift(1); // loglevel 1 for error msg
1680
+							log.apply(this, logMSG);
1681
+						} else {
1682
+							log(1, "ERROR: Problem executing validation callback for option '" + optionName + "':", e.message);
1683
+						}
1684
+					} finally {
1685
+						_options[optionName] = value;
1686
+					}
1687
+				}
1688
+			});
1689
+		};
1690
+
1691
+		/**
1692
+		 * Helper used by the setter/getters for scene options
1693
+		 * @private
1694
+		 */
1695
+		var changeOption = function (varname, newval) {
1696
+			var
1697
+				changed = false,
1698
+				oldval = _options[varname];
1699
+			if (_options[varname] != newval) {
1700
+				_options[varname] = newval;
1701
+				validateOption(varname); // resets to default if necessary
1702
+				changed = oldval != _options[varname];
1703
+			}
1704
+			return changed;
1705
+		};
1706
+
1707
+		// generate getters/setters for all options
1708
+		var addSceneOption = function (optionName) {
1709
+			if (!Scene[optionName]) {
1710
+				Scene[optionName] = function (newVal) {
1711
+					if (!arguments.length) { // get
1712
+						return _options[optionName];
1713
+					} else {
1714
+						if (optionName === "duration") { // new duration is set, so any previously set function must be unset
1715
+							_durationUpdateMethod = undefined;
1716
+						}
1717
+						if (changeOption(optionName, newVal)) { // set
1718
+							Scene.trigger("change", {
1719
+								what: optionName,
1720
+								newval: _options[optionName]
1721
+							});
1722
+							if (SCENE_OPTIONS.shifts.indexOf(optionName) > -1) {
1723
+								Scene.trigger("shift", {
1724
+									reason: optionName
1725
+								});
1726
+							}
1727
+						}
1728
+					}
1729
+					return Scene;
1730
+				};
1731
+			}
1732
+		};
1733
+
1734
+		/**
1735
+		 * **Get** or **Set** the duration option value.
1736
+		 *
1737
+		 * As a **setter** it accepts three types of parameters:
1738
+		 * 1. `number`: Sets the duration of the scene to exactly this amount of pixels.  
1739
+		 *   This means the scene will last for exactly this amount of pixels scrolled. Sub-Pixels are also valid.
1740
+		 *   A value of `0` means that the scene is 'open end' and no end will be triggered. Pins will never unpin and animations will play independently of scroll progress.
1741
+		 * 2. `string`: Always updates the duration relative to parent scroll container.  
1742
+		 *   For example `"100%"` will keep the duration always exactly at the inner height of the scroll container.
1743
+		 *   When scrolling vertically the width is used for reference respectively.
1744
+		 * 3. `function`: The supplied function will be called to return the scene duration.
1745
+		 *   This is useful in setups where the duration depends on other elements who might change size. By supplying a function you can return a value instead of updating potentially multiple scene durations.  
1746
+		 *   The scene can be referenced inside the callback using `this`.
1747
+		 *   _**WARNING:** This is an easy way to kill performance, as the callback will be executed every time `Scene.refresh()` is called, which happens a lot. The interval is defined by the controller (see ScrollMagic.Controller option `refreshInterval`).  
1748
+		 *   It's recomended to avoid calculations within the function and use cached variables as return values.  
1749
+		 *   This counts double if you use the same function for multiple scenes._
1750
+		 *
1751
+		 * @method ScrollMagic.Scene#duration
1752
+		 * @example
1753
+		 * // get the current duration value
1754
+		 * var duration = scene.duration();
1755
+		 *
1756
+		 * // set a new duration
1757
+		 * scene.duration(300);
1758
+		 *
1759
+		 * // set duration responsively to container size
1760
+		 * scene.duration("100%");
1761
+		 *
1762
+		 * // use a function to randomize the duration for some reason.
1763
+		 * var durationValueCache;
1764
+		 * function durationCallback () {
1765
+		 *   return durationValueCache;
1766
+		 * }
1767
+		 * function updateDuration () {
1768
+		 *   durationValueCache = Math.random() * 100;
1769
+		 * }
1770
+		 * updateDuration(); // set to initial value
1771
+		 * scene.duration(durationCallback); // set duration callback
1772
+		 *
1773
+		 * @fires {@link Scene.change}, when used as setter
1774
+		 * @fires {@link Scene.shift}, when used as setter
1775
+		 * @param {(number|string|function)} [newDuration] - The new duration setting for the scene.
1776
+		 * @returns {number} `get` -  Current scene duration.
1777
+		 * @returns {Scene} `set` -  Parent object for chaining.
1778
+		 */
1779
+
1780
+		/**
1781
+		 * **Get** or **Set** the offset option value.
1782
+		 * @method ScrollMagic.Scene#offset
1783
+		 * @example
1784
+		 * // get the current offset
1785
+		 * var offset = scene.offset();
1786
+		 *
1787
+		 * // set a new offset
1788
+		 * scene.offset(100);
1789
+		 *
1790
+		 * @fires {@link Scene.change}, when used as setter
1791
+		 * @fires {@link Scene.shift}, when used as setter
1792
+		 * @param {number} [newOffset] - The new offset of the scene.
1793
+		 * @returns {number} `get` -  Current scene offset.
1794
+		 * @returns {Scene} `set` -  Parent object for chaining.
1795
+		 */
1796
+
1797
+		/**
1798
+		 * **Get** or **Set** the triggerElement option value.
1799
+		 * 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.
1800
+		 * @method ScrollMagic.Scene#triggerElement
1801
+		 * @example
1802
+		 * // get the current triggerElement
1803
+		 * var triggerElement = scene.triggerElement();
1804
+		 *
1805
+		 * // set a new triggerElement using a selector
1806
+		 * scene.triggerElement("#trigger");
1807
+		 * // set a new triggerElement using a DOM object
1808
+		 * scene.triggerElement(document.getElementById("trigger"));
1809
+		 *
1810
+		 * @fires {@link Scene.change}, when used as setter
1811
+		 * @param {(string|object)} [newTriggerElement] - The new trigger element for the scene.
1812
+		 * @returns {(string|object)} `get` -  Current triggerElement.
1813
+		 * @returns {Scene} `set` -  Parent object for chaining.
1814
+		 */
1815
+
1816
+		/**
1817
+		 * **Get** or **Set** the triggerHook option value.
1818
+		 * @method ScrollMagic.Scene#triggerHook
1819
+		 * @example
1820
+		 * // get the current triggerHook value
1821
+		 * var triggerHook = scene.triggerHook();
1822
+		 *
1823
+		 * // set a new triggerHook using a string
1824
+		 * scene.triggerHook("onLeave");
1825
+		 * // set a new triggerHook using a number
1826
+		 * scene.triggerHook(0.7);
1827
+		 *
1828
+		 * @fires {@link Scene.change}, when used as setter
1829
+		 * @fires {@link Scene.shift}, when used as setter
1830
+		 * @param {(number|string)} [newTriggerHook] - The new triggerHook of the scene. See {@link Scene} parameter description for value options.
1831
+		 * @returns {number} `get` -  Current triggerHook (ALWAYS numerical).
1832
+		 * @returns {Scene} `set` -  Parent object for chaining.
1833
+		 */
1834
+
1835
+		/**
1836
+		 * **Get** or **Set** the reverse option value.
1837
+		 * @method ScrollMagic.Scene#reverse
1838
+		 * @example
1839
+		 * // get the current reverse option
1840
+		 * var reverse = scene.reverse();
1841
+		 *
1842
+		 * // set new reverse option
1843
+		 * scene.reverse(false);
1844
+		 *
1845
+		 * @fires {@link Scene.change}, when used as setter
1846
+		 * @param {boolean} [newReverse] - The new reverse setting of the scene.
1847
+		 * @returns {boolean} `get` -  Current reverse option value.
1848
+		 * @returns {Scene} `set` -  Parent object for chaining.
1849
+		 */
1850
+
1851
+		/**
1852
+		 * **Get** or **Set** the loglevel option value.
1853
+		 * @method ScrollMagic.Scene#loglevel
1854
+		 * @example
1855
+		 * // get the current loglevel
1856
+		 * var loglevel = scene.loglevel();
1857
+		 *
1858
+		 * // set new loglevel
1859
+		 * scene.loglevel(3);
1860
+		 *
1861
+		 * @fires {@link Scene.change}, when used as setter
1862
+		 * @param {number} [newLoglevel] - The new loglevel setting of the scene. `[0-3]`
1863
+		 * @returns {number} `get` -  Current loglevel.
1864
+		 * @returns {Scene} `set` -  Parent object for chaining.
1865
+		 */
1866
+
1867
+		/**
1868
+		 * **Get** the associated controller.
1869
+		 * @method ScrollMagic.Scene#controller
1870
+		 * @example
1871
+		 * // get the controller of a scene
1872
+		 * var controller = scene.controller();
1873
+		 *
1874
+		 * @returns {ScrollMagic.Controller} Parent controller or `undefined`
1875
+		 */
1876
+		this.controller = function () {
1877
+			return _controller;
1878
+		};
1879
+
1880
+		/**
1881
+		 * **Get** the current state.
1882
+		 * @method ScrollMagic.Scene#state
1883
+		 * @example
1884
+		 * // get the current state
1885
+		 * var state = scene.state();
1886
+		 *
1887
+		 * @returns {string} `"BEFORE"`, `"DURING"` or `"AFTER"`
1888
+		 */
1889
+		this.state = function () {
1890
+			return _state;
1891
+		};
1892
+
1893
+		/**
1894
+		 * **Get** the current scroll offset for the start of the scene.  
1895
+		 * Mind, that the scrollOffset is related to the size of the container, if `triggerHook` is bigger than `0` (or `"onLeave"`).  
1896
+		 * This means, that resizing the container or changing the `triggerHook` will influence the scene's start offset.
1897
+		 * @method ScrollMagic.Scene#scrollOffset
1898
+		 * @example
1899
+		 * // get the current scroll offset for the start and end of the scene.
1900
+		 * var start = scene.scrollOffset();
1901
+		 * var end = scene.scrollOffset() + scene.duration();
1902
+		 * console.log("the scene starts at", start, "and ends at", end);
1903
+		 *
1904
+		 * @returns {number} The scroll offset (of the container) at which the scene will trigger. Y value for vertical and X value for horizontal scrolls.
1905
+		 */
1906
+		this.scrollOffset = function () {
1907
+			return _scrollOffset.start;
1908
+		};
1909
+
1910
+		/**
1911
+		 * **Get** the trigger position of the scene (including the value of the `offset` option).  
1912
+		 * @method ScrollMagic.Scene#triggerPosition
1913
+		 * @example
1914
+		 * // get the scene's trigger position
1915
+		 * var triggerPosition = scene.triggerPosition();
1916
+		 *
1917
+		 * @returns {number} Start position of the scene. Top position value for vertical and left position value for horizontal scrolls.
1918
+		 */
1919
+		this.triggerPosition = function () {
1920
+			var pos = _options.offset; // the offset is the basis
1921
+			if (_controller) {
1922
+				// get the trigger position
1923
+				if (_options.triggerElement) {
1924
+					// Element as trigger
1925
+					pos += _triggerPos;
1926
+				} else {
1927
+					// return the height of the triggerHook to start at the beginning
1928
+					pos += _controller.info("size") * Scene.triggerHook();
1929
+				}
1930
+			}
1931
+			return pos;
1932
+		};
1933
+
1934
+
1935
+		var
1936
+			_pin,
1937
+			_pinOptions;
1938
+
1939
+		Scene
1940
+			.on("shift.internal", function (e) {
1941
+				var durationChanged = e.reason === "duration";
1942
+				if ((_state === SCENE_STATE_AFTER && durationChanged) || (_state === SCENE_STATE_DURING && _options.duration === 0)) {
1943
+					// 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].
1944
+					updatePinState();
1945
+				}
1946
+				if (durationChanged) {
1947
+					updatePinDimensions();
1948
+				}
1949
+			})
1950
+			.on("progress.internal", function (e) {
1951
+				updatePinState();
1952
+			})
1953
+			.on("add.internal", function (e) {
1954
+				updatePinDimensions();
1955
+			})
1956
+			.on("destroy.internal", function (e) {
1957
+				Scene.removePin(e.reset);
1958
+			});
1959
+		/**
1960
+		 * Update the pin state.
1961
+		 * @private
1962
+		 */
1963
+		var updatePinState = function (forceUnpin) {
1964
+			if (_pin && _controller) {
1965
+				var
1966
+					containerInfo = _controller.info(),
1967
+					pinTarget = _pinOptions.spacer.firstChild; // may be pin element or another spacer, if cascading pins
1968
+
1969
+				if (!forceUnpin && _state === SCENE_STATE_DURING) { // during scene or if duration is 0 and we are past the trigger
1970
+					// pinned state
1971
+					if (_util.css(pinTarget, "position") != "fixed") {
1972
+						// change state before updating pin spacer (position changes due to fixed collapsing might occur.)
1973
+						_util.css(pinTarget, {
1974
+							"position": "fixed"
1975
+						});
1976
+						// update pin spacer
1977
+						updatePinDimensions();
1978
+					}
1979
+
1980
+					var
1981
+						fixedPos = _util.get.offset(_pinOptions.spacer, true), // get viewport position of spacer
1982
+						scrollDistance = _options.reverse || _options.duration === 0 ?
1983
+						containerInfo.scrollPos - _scrollOffset.start // quicker
1984
+						:
1985
+						Math.round(_progress * _options.duration * 10) / 10; // if no reverse and during pin the position needs to be recalculated using the progress
1986
+
1987
+					// add scrollDistance
1988
+					fixedPos[containerInfo.vertical ? "top" : "left"] += scrollDistance;
1989
+
1990
+					// set new values
1991
+					_util.css(_pinOptions.spacer.firstChild, {
1992
+						top: fixedPos.top,
1993
+						left: fixedPos.left
1994
+					});
1995
+				} else {
1996
+					// unpinned state
1997
+					var
1998
+						newCSS = {
1999
+							position: _pinOptions.inFlow ? "relative" : "absolute",
2000
+							top: 0,
2001
+							left: 0
2002
+						},
2003
+						change = _util.css(pinTarget, "position") != newCSS.position;
2004
+
2005
+					if (!_pinOptions.pushFollowers) {
2006
+						newCSS[containerInfo.vertical ? "top" : "left"] = _options.duration * _progress;
2007
+					} else if (_options.duration > 0) { // only concerns scenes with duration
2008
+						if (_state === SCENE_STATE_AFTER && parseFloat(_util.css(_pinOptions.spacer, "padding-top")) === 0) {
2009
+							change = true; // if in after state but havent updated spacer yet (jumped past pin)
2010
+						} else if (_state === SCENE_STATE_BEFORE && parseFloat(_util.css(_pinOptions.spacer, "padding-bottom")) === 0) { // before
2011
+							change = true; // jumped past fixed state upward direction
2012
+						}
2013
+					}
2014
+					// set new values
2015
+					_util.css(pinTarget, newCSS);
2016
+					if (change) {
2017
+						// update pin spacer if state changed
2018
+						updatePinDimensions();
2019
+					}
2020
+				}
2021
+			}
2022
+		};
2023
+
2024
+		/**
2025
+		 * Update the pin spacer and/or element size.
2026
+		 * The size of the spacer needs to be updated whenever the duration of the scene changes, if it is to push down following elements.
2027
+		 * @private
2028
+		 */
2029
+		var updatePinDimensions = function () {
2030
+			if (_pin && _controller && _pinOptions.inFlow) { // no spacerresize, if original position is absolute
2031
+				var
2032
+					after = (_state === SCENE_STATE_AFTER),
2033
+					before = (_state === SCENE_STATE_BEFORE),
2034
+					during = (_state === SCENE_STATE_DURING),
2035
+					vertical = _controller.info("vertical"),
2036
+					pinTarget = _pinOptions.spacer.firstChild, // usually the pined element but can also be another spacer (cascaded pins)
2037
+					marginCollapse = _util.isMarginCollapseType(_util.css(_pinOptions.spacer, "display")),
2038
+					css = {};
2039
+
2040
+				// set new size
2041
+				// if relsize: spacer -> pin | else: pin -> spacer
2042
+				if (_pinOptions.relSize.width || _pinOptions.relSize.autoFullWidth) {
2043
+					if (during) {
2044
+						_util.css(_pin, {
2045
+							"width": _util.get.width(_pinOptions.spacer)
2046
+						});
2047
+					} else {
2048
+						_util.css(_pin, {
2049
+							"width": "100%"
2050
+						});
2051
+					}
2052
+				} else {
2053
+					// minwidth is needed for cascaded pins.
2054
+					css["min-width"] = _util.get.width(vertical ? _pin : pinTarget, true, true);
2055
+					css.width = during ? css["min-width"] : "auto";
2056
+				}
2057
+				if (_pinOptions.relSize.height) {
2058
+					if (during) {
2059
+						// the only padding the spacer should ever include is the duration (if pushFollowers = true), so we need to substract that.
2060
+						_util.css(_pin, {
2061
+							"height": _util.get.height(_pinOptions.spacer) - (_pinOptions.pushFollowers ? _options.duration : 0)
2062
+						});
2063
+					} else {
2064
+						_util.css(_pin, {
2065
+							"height": "100%"
2066
+						});
2067
+					}
2068
+				} else {
2069
+					// margin is only included if it's a cascaded pin to resolve an IE9 bug
2070
+					css["min-height"] = _util.get.height(vertical ? pinTarget : _pin, true, !marginCollapse); // needed for cascading pins
2071
+					css.height = during ? css["min-height"] : "auto";
2072
+				}
2073
+
2074
+				// add space for duration if pushFollowers is true
2075
+				if (_pinOptions.pushFollowers) {
2076
+					css["padding" + (vertical ? "Top" : "Left")] = _options.duration * _progress;
2077
+					css["padding" + (vertical ? "Bottom" : "Right")] = _options.duration * (1 - _progress);
2078
+				}
2079
+				_util.css(_pinOptions.spacer, css);
2080
+			}
2081
+		};
2082
+
2083
+		/**
2084
+		 * Updates the Pin state (in certain scenarios)
2085
+		 * 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.
2086
+		 * So this function is called on resize and scroll of the document.
2087
+		 * @private
2088
+		 */
2089
+		var updatePinInContainer = function () {
2090
+			if (_controller && _pin && _state === SCENE_STATE_DURING && !_controller.info("isDocument")) {
2091
+				updatePinState();
2092
+			}
2093
+		};
2094
+
2095
+		/**
2096
+		 * Updates the Pin spacer size state (in certain scenarios)
2097
+		 * If container is resized during pin and relatively sized the size of the pin might need to be updated...
2098
+		 * So this function is called on resize of the container.
2099
+		 * @private
2100
+		 */
2101
+		var updateRelativePinSpacer = function () {
2102
+			if (_controller && _pin && // well, duh
2103
+				_state === SCENE_STATE_DURING && // element in pinned state?
2104
+				( // is width or height relatively sized, but not in relation to body? then we need to recalc.
2105
+					((_pinOptions.relSize.width || _pinOptions.relSize.autoFullWidth) && _util.get.width(window) != _util.get.width(_pinOptions.spacer.parentNode)) ||
2106
+					(_pinOptions.relSize.height && _util.get.height(window) != _util.get.height(_pinOptions.spacer.parentNode))
2107
+				)
2108
+			) {
2109
+				updatePinDimensions();
2110
+			}
2111
+		};
2112
+
2113
+		/**
2114
+		 * Is called, when the mousewhel is used while over a pinned element inside a div container.
2115
+		 * If the scene is in fixed state scroll events would be counted towards the body. This forwards the event to the scroll container.
2116
+		 * @private
2117
+		 */
2118
+		var onMousewheelOverPin = function (e) {
2119
+			if (_controller && _pin && _state === SCENE_STATE_DURING && !_controller.info("isDocument")) { // in pin state
2120
+				e.preventDefault();
2121
+				_controller._setScrollPos(_controller.info("scrollPos") - ((e.wheelDelta || e[_controller.info("vertical") ? "wheelDeltaY" : "wheelDeltaX"]) / 3 || -e.detail * 30));
2122
+			}
2123
+		};
2124
+
2125
+		/**
2126
+		 * Pin an element for the duration of the scene.
2127
+		 * If the scene duration is 0 the element will only be unpinned, if the user scrolls back past the start position.  
2128
+		 * Make sure only one pin is applied to an element at the same time.
2129
+		 * An element can be pinned multiple times, but only successively.
2130
+		 * _**NOTE:** The option `pushFollowers` has no effect, when the scene duration is 0._
2131
+		 * @method ScrollMagic.Scene#setPin
2132
+		 * @example
2133
+		 * // pin element and push all following elements down by the amount of the pin duration.
2134
+		 * scene.setPin("#pin");
2135
+		 *
2136
+		 * // pin element and keeping all following elements in their place. The pinned element will move past them.
2137
+		 * scene.setPin("#pin", {pushFollowers: false});
2138
+		 *
2139
+		 * @param {(string|object)} element - A Selector targeting an element or a DOM object that is supposed to be pinned.
2140
+		 * @param {object} [settings] - settings for the pin
2141
+		 * @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.  
2142
+		 												   Ignored, when duration is `0`.
2143
+		 * @param {string} [settings.spacerClass="scrollmagic-pin-spacer"] - Classname of the pin spacer element, which is used to replace the element.
2144
+		 *
2145
+		 * @returns {Scene} Parent object for chaining.
2146
+		 */
2147
+		this.setPin = function (element, settings) {
2148
+			var
2149
+				defaultSettings = {
2150
+					pushFollowers: true,
2151
+					spacerClass: "scrollmagic-pin-spacer"
2152
+				};
2153
+			var pushFollowersActivelySet = settings && settings.hasOwnProperty('pushFollowers');
2154
+			settings = _util.extend({}, defaultSettings, settings);
2155
+
2156
+			// validate Element
2157
+			element = _util.get.elements(element)[0];
2158
+			if (!element) {
2159
+				log(1, "ERROR calling method 'setPin()': Invalid pin element supplied.");
2160
+				return Scene; // cancel
2161
+			} else if (_util.css(element, "position") === "fixed") {
2162
+				log(1, "ERROR calling method 'setPin()': Pin does not work with elements that are positioned 'fixed'.");
2163
+				return Scene; // cancel
2164
+			}
2165
+
2166
+			if (_pin) { // preexisting pin?
2167
+				if (_pin === element) {
2168
+					// same pin we already have -> do nothing
2169
+					return Scene; // cancel
2170
+				} else {
2171
+					// kill old pin
2172
+					Scene.removePin();
2173
+				}
2174
+
2175
+			}
2176
+			_pin = element;
2177
+
2178
+			var
2179
+				parentDisplay = _pin.parentNode.style.display,
2180
+				boundsParams = ["top", "left", "bottom", "right", "margin", "marginLeft", "marginRight", "marginTop", "marginBottom"];
2181
+
2182
+			_pin.parentNode.style.display = 'none'; // hack start to force css to return stylesheet values instead of calculated px values.
2183
+			var
2184
+				inFlow = _util.css(_pin, "position") != "absolute",
2185
+				pinCSS = _util.css(_pin, boundsParams.concat(["display"])),
2186
+				sizeCSS = _util.css(_pin, ["width", "height"]);
2187
+			_pin.parentNode.style.display = parentDisplay; // hack end.
2188
+
2189
+			if (!inFlow && settings.pushFollowers) {
2190
+				log(2, "WARNING: If the pinned element is positioned absolutely pushFollowers will be disabled.");
2191
+				settings.pushFollowers = false;
2192
+			}
2193
+			window.setTimeout(function () { // wait until all finished, because with responsive duration it will only be set after scene is added to controller
2194
+				if (_pin && _options.duration === 0 && pushFollowersActivelySet && settings.pushFollowers) {
2195
+					log(2, "WARNING: pushFollowers =", true, "has no effect, when scene duration is 0.");
2196
+				}
2197
+			}, 0);
2198
+
2199
+			// create spacer and insert
2200
+			var
2201
+				spacer = _pin.parentNode.insertBefore(document.createElement('div'), _pin),
2202
+				spacerCSS = _util.extend(pinCSS, {
2203
+					position: inFlow ? "relative" : "absolute",
2204
+					boxSizing: "content-box",
2205
+					mozBoxSizing: "content-box",
2206
+					webkitBoxSizing: "content-box"
2207
+				});
2208
+
2209
+			if (!inFlow) { // copy size if positioned absolutely, to work for bottom/right positioned elements.
2210
+				_util.extend(spacerCSS, _util.css(_pin, ["width", "height"]));
2211
+			}
2212
+
2213
+			_util.css(spacer, spacerCSS);
2214
+			spacer.setAttribute(PIN_SPACER_ATTRIBUTE, "");
2215
+			_util.addClass(spacer, settings.spacerClass);
2216
+
2217
+			// set the pin Options
2218
+			_pinOptions = {
2219
+				spacer: spacer,
2220
+				relSize: { // save if size is defined using % values. if so, handle spacer resize differently...
2221
+					width: sizeCSS.width.slice(-1) === "%",
2222
+					height: sizeCSS.height.slice(-1) === "%",
2223
+					autoFullWidth: sizeCSS.width === "auto" && inFlow && _util.isMarginCollapseType(pinCSS.display)
2224
+				},
2225
+				pushFollowers: settings.pushFollowers,
2226
+				inFlow: inFlow, // stores if the element takes up space in the document flow
2227
+			};
2228
+
2229
+			if (!_pin.___origStyle) {
2230
+				_pin.___origStyle = {};
2231
+				var
2232
+					pinInlineCSS = _pin.style,
2233
+					copyStyles = boundsParams.concat(["width", "height", "position", "boxSizing", "mozBoxSizing", "webkitBoxSizing"]);
2234
+				copyStyles.forEach(function (val) {
2235
+					_pin.___origStyle[val] = pinInlineCSS[val] || "";
2236
+				});
2237
+			}
2238
+
2239
+			// if relative size, transfer it to spacer and make pin calculate it...
2240
+			if (_pinOptions.relSize.width) {
2241
+				_util.css(spacer, {
2242
+					width: sizeCSS.width
2243
+				});
2244
+			}
2245
+			if (_pinOptions.relSize.height) {
2246
+				_util.css(spacer, {
2247
+					height: sizeCSS.height
2248
+				});
2249
+			}
2250
+
2251
+			// now place the pin element inside the spacer	
2252
+			spacer.appendChild(_pin);
2253
+			// and set new css
2254
+			_util.css(_pin, {
2255
+				position: inFlow ? "relative" : "absolute",
2256
+				margin: "auto",
2257
+				top: "auto",
2258
+				left: "auto",
2259
+				bottom: "auto",
2260
+				right: "auto"
2261
+			});
2262
+
2263
+			if (_pinOptions.relSize.width || _pinOptions.relSize.autoFullWidth) {
2264
+				_util.css(_pin, {
2265
+					boxSizing: "border-box",
2266
+					mozBoxSizing: "border-box",
2267
+					webkitBoxSizing: "border-box"
2268
+				});
2269
+			}
2270
+
2271
+			// add listener to document to update pin position in case controller is not the document.
2272
+			window.addEventListener('scroll', updatePinInContainer);
2273
+			window.addEventListener('resize', updatePinInContainer);
2274
+			window.addEventListener('resize', updateRelativePinSpacer);
2275
+			// add mousewheel listener to catch scrolls over fixed elements
2276
+			_pin.addEventListener("mousewheel", onMousewheelOverPin);
2277
+			_pin.addEventListener("DOMMouseScroll", onMousewheelOverPin);
2278
+
2279
+			log(3, "added pin");
2280
+
2281
+			// finally update the pin to init
2282
+			updatePinState();
2283
+
2284
+			return Scene;
2285
+		};
2286
+
2287
+		/**
2288
+		 * Remove the pin from the scene.
2289
+		 * @method ScrollMagic.Scene#removePin
2290
+		 * @example
2291
+		 * // remove the pin from the scene without resetting it (the spacer is not removed)
2292
+		 * scene.removePin();
2293
+		 *
2294
+		 * // remove the pin from the scene and reset the pin element to its initial position (spacer is removed)
2295
+		 * scene.removePin(true);
2296
+		 *
2297
+		 * @param {boolean} [reset=false] - If `false` the spacer will not be removed and the element's position will not be reset.
2298
+		 * @returns {Scene} Parent object for chaining.
2299
+		 */
2300
+		this.removePin = function (reset) {
2301
+			if (_pin) {
2302
+				if (_state === SCENE_STATE_DURING) {
2303
+					updatePinState(true); // force unpin at position
2304
+				}
2305
+				if (reset || !_controller) { // if there's no controller no progress was made anyway...
2306
+					var pinTarget = _pinOptions.spacer.firstChild; // usually the pin element, but may be another spacer (cascaded pins)...
2307
+					if (pinTarget.hasAttribute(PIN_SPACER_ATTRIBUTE)) { // copy margins to child spacer
2308
+						var
2309
+							style = _pinOptions.spacer.style,
2310
+							values = ["margin", "marginLeft", "marginRight", "marginTop", "marginBottom"],
2311
+							margins = {};
2312
+						values.forEach(function (val) {
2313
+							margins[val] = style[val] || "";
2314
+						});
2315
+						_util.css(pinTarget, margins);
2316
+					}
2317
+					_pinOptions.spacer.parentNode.insertBefore(pinTarget, _pinOptions.spacer);
2318
+					_pinOptions.spacer.parentNode.removeChild(_pinOptions.spacer);
2319
+					if (!_pin.parentNode.hasAttribute(PIN_SPACER_ATTRIBUTE)) { // if it's the last pin for this element -> restore inline styles
2320
+						// TODO: only correctly set for first pin (when cascading) - how to fix?
2321
+						_util.css(_pin, _pin.___origStyle);
2322
+						delete _pin.___origStyle;
2323
+					}
2324
+				}
2325
+				window.removeEventListener('scroll', updatePinInContainer);
2326
+				window.removeEventListener('resize', updatePinInContainer);
2327
+				window.removeEventListener('resize', updateRelativePinSpacer);
2328
+				_pin.removeEventListener("mousewheel", onMousewheelOverPin);
2329
+				_pin.removeEventListener("DOMMouseScroll", onMousewheelOverPin);
2330
+				_pin = undefined;
2331
+				log(3, "removed pin (reset: " + (reset ? "true" : "false") + ")");
2332
+			}
2333
+			return Scene;
2334
+		};
2335
+
2336
+
2337
+		var
2338
+			_cssClasses,
2339
+			_cssClassElems = [];
2340
+
2341
+		Scene
2342
+			.on("destroy.internal", function (e) {
2343
+				Scene.removeClassToggle(e.reset);
2344
+			});
2345
+		/**
2346
+		 * Define a css class modification while the scene is active.  
2347
+		 * When the scene triggers the classes will be added to the supplied element and removed, when the scene is over.
2348
+		 * If the scene duration is 0 the classes will only be removed if the user scrolls back past the start position.
2349
+		 * @method ScrollMagic.Scene#setClassToggle
2350
+		 * @example
2351
+		 * // add the class 'myclass' to the element with the id 'my-elem' for the duration of the scene
2352
+		 * scene.setClassToggle("#my-elem", "myclass");
2353
+		 *
2354
+		 * // add multiple classes to multiple elements defined by the selector '.classChange'
2355
+		 * scene.setClassToggle(".classChange", "class1 class2 class3");
2356
+		 *
2357
+		 * @param {(string|object)} element - A Selector targeting one or more elements or a DOM object that is supposed to be modified.
2358
+		 * @param {string} classes - One or more Classnames (separated by space) that should be added to the element during the scene.
2359
+		 *
2360
+		 * @returns {Scene} Parent object for chaining.
2361
+		 */
2362
+		this.setClassToggle = function (element, classes) {
2363
+			var elems = _util.get.elements(element);
2364
+			if (elems.length === 0 || !_util.type.String(classes)) {
2365
+				log(1, "ERROR calling method 'setClassToggle()': Invalid " + (elems.length === 0 ? "element" : "classes") + " supplied.");
2366
+				return Scene;
2367
+			}
2368
+			if (_cssClassElems.length > 0) {
2369
+				// remove old ones
2370
+				Scene.removeClassToggle();
2371
+			}
2372
+			_cssClasses = classes;
2373
+			_cssClassElems = elems;
2374
+			Scene.on("enter.internal_class leave.internal_class", function (e) {
2375
+				var toggle = e.type === "enter" ? _util.addClass : _util.removeClass;
2376
+				_cssClassElems.forEach(function (elem, key) {
2377
+					toggle(elem, _cssClasses);
2378
+				});
2379
+			});
2380
+			return Scene;
2381
+		};
2382
+
2383
+		/**
2384
+		 * Remove the class binding from the scene.
2385
+		 * @method ScrollMagic.Scene#removeClassToggle
2386
+		 * @example
2387
+		 * // remove class binding from the scene without reset
2388
+		 * scene.removeClassToggle();
2389
+		 *
2390
+		 * // remove class binding and remove the changes it caused
2391
+		 * scene.removeClassToggle(true);
2392
+		 *
2393
+		 * @param {boolean} [reset=false] - If `false` and the classes are currently active, they will remain on the element. If `true` they will be removed.
2394
+		 * @returns {Scene} Parent object for chaining.
2395
+		 */
2396
+		this.removeClassToggle = function (reset) {
2397
+			if (reset) {
2398
+				_cssClassElems.forEach(function (elem, key) {
2399
+					_util.removeClass(elem, _cssClasses);
2400
+				});
2401
+			}
2402
+			Scene.off("start.internal_class end.internal_class");
2403
+			_cssClasses = undefined;
2404
+			_cssClassElems = [];
2405
+			return Scene;
2406
+		};
2407
+
2408
+		// INIT
2409
+		construct();
2410
+		return Scene;
2411
+	};
2412
+
2413
+	// store pagewide scene options
2414
+	var SCENE_OPTIONS = {
2415
+		defaults: {
2416
+			duration: 0,
2417
+			offset: 0,
2418
+			triggerElement: undefined,
2419
+			triggerHook: 0.5,
2420
+			reverse: true,
2421
+			loglevel: 2
2422
+		},
2423
+		validate: {
2424
+			offset: function (val) {
2425
+				val = parseFloat(val);
2426
+				if (!_util.type.Number(val)) {
2427
+					throw ["Invalid value for option \"offset\":", val];
2428
+				}
2429
+				return val;
2430
+			},
2431
+			triggerElement: function (val) {
2432
+				val = val || undefined;
2433
+				if (val) {
2434
+					var elem = _util.get.elements(val)[0];
2435
+					if (elem && elem.parentNode) {
2436
+						val = elem;
2437
+					} else {
2438
+						throw ["Element defined in option \"triggerElement\" was not found:", val];
2439
+					}
2440
+				}
2441
+				return val;
2442
+			},
2443
+			triggerHook: function (val) {
2444
+				var translate = {
2445
+					"onCenter": 0.5,
2446
+					"onEnter": 1,
2447
+					"onLeave": 0
2448
+				};
2449
+				if (_util.type.Number(val)) {
2450
+					val = Math.max(0, Math.min(parseFloat(val), 1)); //  make sure its betweeen 0 and 1
2451
+				} else if (val in translate) {
2452
+					val = translate[val];
2453
+				} else {
2454
+					throw ["Invalid value for option \"triggerHook\": ", val];
2455
+				}
2456
+				return val;
2457
+			},
2458
+			reverse: function (val) {
2459
+				return !!val; // force boolean
2460
+			},
2461
+			loglevel: function (val) {
2462
+				val = parseInt(val);
2463
+				if (!_util.type.Number(val) || val < 0 || val > 3) {
2464
+					throw ["Invalid value for option \"loglevel\":", val];
2465
+				}
2466
+				return val;
2467
+			}
2468
+		}, // holder for  validation methods. duration validation is handled in 'getters-setters.js'
2469
+		shifts: ["duration", "offset", "triggerHook"], // list of options that trigger a `shift` event
2470
+	};
2471
+	/*
2472
+	 * method used to add an option to ScrollMagic Scenes.
2473
+	 * TODO: DOC (private for dev)
2474
+	 */
2475
+	ScrollMagic.Scene.addOption = function (name, defaultValue, validationCallback, shifts) {
2476
+		if (!(name in SCENE_OPTIONS.defaults)) {
2477
+			SCENE_OPTIONS.defaults[name] = defaultValue;
2478
+			SCENE_OPTIONS.validate[name] = validationCallback;
2479
+			if (shifts) {
2480
+				SCENE_OPTIONS.shifts.push(name);
2481
+			}
2482
+		} else {
2483
+			ScrollMagic._util.log(1, "[static] ScrollMagic.Scene -> Cannot add Scene option '" + name + "', because it already exists.");
2484
+		}
2485
+	};
2486
+	// instance extension function for plugins
2487
+	// TODO: DOC (private for dev)
2488
+	ScrollMagic.Scene.extend = function (extension) {
2489
+		var oldClass = this;
2490
+		ScrollMagic.Scene = function () {
2491
+			oldClass.apply(this, arguments);
2492
+			this.$super = _util.extend({}, this); // copy parent state
2493
+			return extension.apply(this, arguments) || this;
2494
+		};
2495
+		_util.extend(ScrollMagic.Scene, oldClass); // copy properties
2496
+		ScrollMagic.Scene.prototype = oldClass.prototype; // copy prototype
2497
+		ScrollMagic.Scene.prototype.constructor = ScrollMagic.Scene; // restore constructor
2498
+	};
2499
+
2500
+
2501
+
2502
+	/**
2503
+	 * TODO: DOCS (private for dev)
2504
+	 * @class
2505
+	 * @private
2506
+	 */
2507
+
2508
+	ScrollMagic.Event = function (type, namespace, target, vars) {
2509
+		vars = vars || {};
2510
+		for (var key in vars) {
2511
+			this[key] = vars[key];
2512
+		}
2513
+		this.type = type;
2514
+		this.target = this.currentTarget = target;
2515
+		this.namespace = namespace || '';
2516
+		this.timeStamp = this.timestamp = Date.now();
2517
+		return this;
2518
+	};
2519
+
2520
+	/*
2521
+	 * TODO: DOCS (private for dev)
2522
+	 */
2523
+
2524
+	var _util = ScrollMagic._util = (function (window) {
2525
+		var U = {},
2526
+			i;
2527
+
2528
+		/**
2529
+		 * ------------------------------
2530
+		 * internal helpers
2531
+		 * ------------------------------
2532
+		 */
2533
+
2534
+		// parse float and fall back to 0.
2535
+		var floatval = function (number) {
2536
+			return parseFloat(number) || 0;
2537
+		};
2538
+		// get current style IE safe (otherwise IE would return calculated values for 'auto')
2539
+		var _getComputedStyle = function (elem) {
2540
+			return elem.currentStyle ? elem.currentStyle : window.getComputedStyle(elem);
2541
+		};
2542
+
2543
+		// get element dimension (width or height)
2544
+		var _dimension = function (which, elem, outer, includeMargin) {
2545
+			elem = (elem === document) ? window : elem;
2546
+			if (elem === window) {
2547
+				includeMargin = false;
2548
+			} else if (!_type.DomElement(elem)) {
2549
+				return 0;
2550
+			}
2551
+			which = which.charAt(0).toUpperCase() + which.substr(1).toLowerCase();
2552
+			var dimension = (outer ? elem['offset' + which] || elem['outer' + which] : elem['client' + which] || elem['inner' + which]) || 0;
2553
+			if (outer && includeMargin) {
2554
+				var style = _getComputedStyle(elem);
2555
+				dimension += which === 'Height' ? floatval(style.marginTop) + floatval(style.marginBottom) : floatval(style.marginLeft) + floatval(style.marginRight);
2556
+			}
2557
+			return dimension;
2558
+		};
2559
+		// converts 'margin-top' into 'marginTop'
2560
+		var _camelCase = function (str) {
2561
+			return str.replace(/^[^a-z]+([a-z])/g, '$1').replace(/-([a-z])/g, function (g) {
2562
+				return g[1].toUpperCase();
2563
+			});
2564
+		};
2565
+
2566
+		/**
2567
+		 * ------------------------------
2568
+		 * external helpers
2569
+		 * ------------------------------
2570
+		 */
2571
+
2572
+		// extend obj – same as jQuery.extend({}, objA, objB)
2573
+		U.extend = function (obj) {
2574
+			obj = obj || {};
2575
+			for (i = 1; i < arguments.length; i++) {
2576
+				if (!arguments[i]) {
2577
+					continue;
2578
+				}
2579
+				for (var key in arguments[i]) {
2580
+					if (arguments[i].hasOwnProperty(key)) {
2581
+						obj[key] = arguments[i][key];
2582
+					}
2583
+				}
2584
+			}
2585
+			return obj;
2586
+		};
2587
+
2588
+		// check if a css display type results in margin-collapse or not
2589
+		U.isMarginCollapseType = function (str) {
2590
+			return ["block", "flex", "list-item", "table", "-webkit-box"].indexOf(str) > -1;
2591
+		};
2592
+
2593
+		// implementation of requestAnimationFrame
2594
+		// based on https://gist.github.com/paulirish/1579671
2595
+		var
2596
+			lastTime = 0,
2597
+			vendors = ['ms', 'moz', 'webkit', 'o'];
2598
+		var _requestAnimationFrame = window.requestAnimationFrame;
2599
+		var _cancelAnimationFrame = window.cancelAnimationFrame;
2600
+		// try vendor prefixes if the above doesn't work
2601
+		for (i = 0; !_requestAnimationFrame && i < vendors.length; ++i) {
2602
+			_requestAnimationFrame = window[vendors[i] + 'RequestAnimationFrame'];
2603
+			_cancelAnimationFrame = window[vendors[i] + 'CancelAnimationFrame'] || window[vendors[i] + 'CancelRequestAnimationFrame'];
2604
+		}
2605
+
2606
+		// fallbacks
2607
+		if (!_requestAnimationFrame) {
2608
+			_requestAnimationFrame = function (callback) {
2609
+				var
2610
+					currTime = new Date().getTime(),
2611
+					timeToCall = Math.max(0, 16 - (currTime - lastTime)),
2612
+					id = window.setTimeout(function () {
2613
+						callback(currTime + timeToCall);
2614
+					}, timeToCall);
2615
+				lastTime = currTime + timeToCall;
2616
+				return id;
2617
+			};
2618
+		}
2619
+		if (!_cancelAnimationFrame) {
2620
+			_cancelAnimationFrame = function (id) {
2621
+				window.clearTimeout(id);
2622
+			};
2623
+		}
2624
+		U.rAF = _requestAnimationFrame.bind(window);
2625
+		U.cAF = _cancelAnimationFrame.bind(window);
2626
+
2627
+		var
2628
+			loglevels = ["error", "warn", "log"],
2629
+			console = window.console || {};
2630
+
2631
+		console.log = console.log || function () {}; // no console log, well - do nothing then...
2632
+		// make sure methods for all levels exist.
2633
+		for (i = 0; i < loglevels.length; i++) {
2634
+			var method = loglevels[i];
2635
+			if (!console[method]) {
2636
+				console[method] = console.log; // prefer .log over nothing
2637
+			}
2638
+		}
2639
+		U.log = function (loglevel) {
2640
+			if (loglevel > loglevels.length || loglevel <= 0) loglevel = loglevels.length;
2641
+			var now = new Date(),
2642
+				time = ("0" + now.getHours()).slice(-2) + ":" + ("0" + now.getMinutes()).slice(-2) + ":" + ("0" + now.getSeconds()).slice(-2) + ":" + ("00" + now.getMilliseconds()).slice(-3),
2643
+				method = loglevels[loglevel - 1],
2644
+				args = Array.prototype.splice.call(arguments, 1),
2645
+				func = Function.prototype.bind.call(console[method], console);
2646
+			args.unshift(time);
2647
+			func.apply(console, args);
2648
+		};
2649
+
2650
+		/**
2651
+		 * ------------------------------
2652
+		 * type testing
2653
+		 * ------------------------------
2654
+		 */
2655
+
2656
+		var _type = U.type = function (v) {
2657
+			return Object.prototype.toString.call(v).replace(/^\[object (.+)\]$/, "$1").toLowerCase();
2658
+		};
2659
+		_type.String = function (v) {
2660
+			return _type(v) === 'string';
2661
+		};
2662
+		_type.Function = function (v) {
2663
+			return _type(v) === 'function';
2664
+		};
2665
+		_type.Array = function (v) {
2666
+			return Array.isArray(v);
2667
+		};
2668
+		_type.Number = function (v) {
2669
+			return !_type.Array(v) && (v - parseFloat(v) + 1) >= 0;
2670
+		};
2671
+		_type.DomElement = function (o) {
2672
+			return (
2673
+				typeof HTMLElement === "object" || typeof HTMLElement === "function" ? o instanceof HTMLElement || o instanceof SVGElement : //DOM2
2674
+				o && typeof o === "object" && o !== null && o.nodeType === 1 && typeof o.nodeName === "string"
2675
+			);
2676
+		};
2677
+
2678
+		/**
2679
+		 * ------------------------------
2680
+		 * DOM Element info
2681
+		 * ------------------------------
2682
+		 */
2683
+		// 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
2684
+		var _get = U.get = {};
2685
+		_get.elements = function (selector) {
2686
+			var arr = [];
2687
+			if (_type.String(selector)) {
2688
+				try {
2689
+					selector = document.querySelectorAll(selector);
2690
+				} catch (e) { // invalid selector
2691
+					return arr;
2692
+				}
2693
+			}
2694
+			if (_type(selector) === 'nodelist' || _type.Array(selector) || selector instanceof NodeList) {
2695
+				for (var i = 0, ref = arr.length = selector.length; i < ref; i++) { // list of elements
2696
+					var elem = selector[i];
2697
+					arr[i] = _type.DomElement(elem) ? elem : _get.elements(elem); // if not an element, try to resolve recursively
2698
+				}
2699
+			} else if (_type.DomElement(selector) || selector === document || selector === window) {
2700
+				arr = [selector]; // only the element
2701
+			}
2702
+			return arr;
2703
+		};
2704
+		// get scroll top value
2705
+		_get.scrollTop = function (elem) {
2706
+			return (elem && typeof elem.scrollTop === 'number') ? elem.scrollTop : window.pageYOffset || 0;
2707
+		};
2708
+		// get scroll left value
2709
+		_get.scrollLeft = function (elem) {
2710
+			return (elem && typeof elem.scrollLeft === 'number') ? elem.scrollLeft : window.pageXOffset || 0;
2711
+		};
2712
+		// get element height
2713
+		_get.width = function (elem, outer, includeMargin) {
2714
+			return _dimension('width', elem, outer, includeMargin);
2715
+		};
2716
+		// get element width
2717
+		_get.height = function (elem, outer, includeMargin) {
2718
+			return _dimension('height', elem, outer, includeMargin);
2719
+		};
2720
+
2721
+		// get element position (optionally relative to viewport)
2722
+		_get.offset = function (elem, relativeToViewport) {
2723
+			var offset = {
2724
+				top: 0,
2725
+				left: 0
2726
+			};
2727
+			if (elem && elem.getBoundingClientRect) { // check if available
2728
+				var rect = elem.getBoundingClientRect();
2729
+				offset.top = rect.top;
2730
+				offset.left = rect.left;
2731
+				if (!relativeToViewport) { // clientRect is by default relative to viewport...
2732
+					offset.top += _get.scrollTop();
2733
+					offset.left += _get.scrollLeft();
2734
+				}
2735
+			}
2736
+			return offset;
2737
+		};
2738
+
2739
+		/**
2740
+		 * ------------------------------
2741
+		 * DOM Element manipulation
2742
+		 * ------------------------------
2743
+		 */
2744
+
2745
+		U.addClass = function (elem, classname) {
2746
+			if (classname) {
2747
+				if (elem.classList)
2748
+					elem.classList.add(classname);
2749
+				else
2750
+					elem.className += ' ' + classname;
2751
+			}
2752
+		};
2753
+		U.removeClass = function (elem, classname) {
2754
+			if (classname) {
2755
+				if (elem.classList)
2756
+					elem.classList.remove(classname);
2757
+				else
2758
+					elem.className = elem.className.replace(new RegExp('(^|\\b)' + classname.split(' ').join('|') + '(\\b|$)', 'gi'), ' ');
2759
+			}
2760
+		};
2761
+		// if options is string -> returns css value
2762
+		// if options is array -> returns object with css value pairs
2763
+		// if options is object -> set new css values
2764
+		U.css = function (elem, options) {
2765
+			if (_type.String(options)) {
2766
+				return _getComputedStyle(elem)[_camelCase(options)];
2767
+			} else if (_type.Array(options)) {
2768
+				var
2769
+					obj = {},
2770
+					style = _getComputedStyle(elem);
2771
+				options.forEach(function (option, key) {
2772
+					obj[option] = style[_camelCase(option)];
2773
+				});
2774
+				return obj;
2775
+			} else {
2776
+				for (var option in options) {
2777
+					var val = options[option];
2778
+					if (val == parseFloat(val)) { // assume pixel for seemingly numerical values
2779
+						val += 'px';
2780
+					}
2781
+					elem.style[_camelCase(option)] = val;
2782
+				}
2783
+			}
2784
+		};
2785
+
2786
+		return U;
2787
+	}(window || {}));
2788
+
2789
+
2790
+	ScrollMagic.Scene.prototype.addIndicators = function () {
2791
+		ScrollMagic._util.log(1, '(ScrollMagic.Scene) -> ERROR calling addIndicators() due to missing Plugin \'debug.addIndicators\'. Please make sure to include plugins/debug.addIndicators.js');
2792
+		return this;
2793
+	}
2794
+	ScrollMagic.Scene.prototype.removeIndicators = function () {
2795
+		ScrollMagic._util.log(1, '(ScrollMagic.Scene) -> ERROR calling removeIndicators() due to missing Plugin \'debug.addIndicators\'. Please make sure to include plugins/debug.addIndicators.js');
2796
+		return this;
2797
+	}
2798
+	ScrollMagic.Scene.prototype.setTween = function () {
2799
+		ScrollMagic._util.log(1, '(ScrollMagic.Scene) -> ERROR calling setTween() due to missing Plugin \'animation.gsap\'. Please make sure to include plugins/animation.gsap.js');
2800
+		return this;
2801
+	}
2802
+	ScrollMagic.Scene.prototype.removeTween = function () {
2803
+		ScrollMagic._util.log(1, '(ScrollMagic.Scene) -> ERROR calling removeTween() due to missing Plugin \'animation.gsap\'. Please make sure to include plugins/animation.gsap.js');
2804
+		return this;
2805
+	}
2806
+	ScrollMagic.Scene.prototype.setVelocity = function () {
2807
+		ScrollMagic._util.log(1, '(ScrollMagic.Scene) -> ERROR calling setVelocity() due to missing Plugin \'animation.velocity\'. Please make sure to include plugins/animation.velocity.js');
2808
+		return this;
2809
+	}
2810
+	ScrollMagic.Scene.prototype.removeVelocity = function () {
2811
+		ScrollMagic._util.log(1, '(ScrollMagic.Scene) -> ERROR calling removeVelocity() due to missing Plugin \'animation.velocity\'. Please make sure to include plugins/animation.velocity.js');
2812
+		return this;
2813
+	}
2814
+
2815
+	return ScrollMagic;
2816
+}));
0 2817
\ No newline at end of file