/*
 * Scroller
 * http://github.com/zynga/scroller
 *
 * Copyright 2011, Zynga Inc.
 * Licensed under the MIT License.
 * https://raw.github.com/zynga/scroller/master/MIT-LICENSE.txt
 *
 * Based on the work of: Unify Project (unify-project.org)
 * http://unify-project.org
 * Copyright 2011, Deutsche Telekom AG
 * License: MIT + Apache (V2)
 */

var Scroller;

(function() {
	var NOOP = function(){};

	/**
	 * A pure logic 'component' for 'virtual' scrolling/zooming.
	 */
	Scroller = function(callback, options) {

		this.__callback = callback;

		this.options = {

			/** Enable scrolling on x-axis */
			scrollingX: true,

			/** Enable scrolling on y-axis */
			scrollingY: true,

			/** Enable animations for deceleration, snap back, zooming and scrolling */
			animating: true,

			/** duration for animations triggered by scrollTo/zoomTo */
			animationDuration: 250,

			/** Enable bouncing (content can be slowly moved outside and jumps back after releasing) */
			bouncing: true,

			/** Enable locking to the main axis if user moves only slightly on one of them at start */
			locking: true,

			/** Enable pagination mode (switching between full page content panes) */
			paging: false,

			/** Enable snapping of content to a configured pixel grid */
			snapping: false,

			/** Enable zooming of content via API, fingers and mouse wheel */
			zooming: false,

			/** Minimum zoom level */
			minZoom: 0.5,

			/** Maximum zoom level */
			maxZoom: 3,

			/** Multiply or decrease scrolling speed **/
			speedMultiplier: 1,

			/** Callback that is fired on the later of touch end or deceleration end,
				provided that another scrolling action has not begun. Used to know
				when to fade out a scrollbar. */
			scrollingComplete: NOOP

		};

		for (var key in options) {
			this.options[key] = options[key];
		}

	};


	// Easing Equations (c) 2003 Robert Penner, all rights reserved.
	// Open source under the BSD License.

	/**
	 * @param pos {Number} position between 0 (start of effect) and 1 (end of effect)
	**/
	var easeOutCubic = function(pos) {
		return (Math.pow((pos - 1), 3) + 1);
	};

	/**
	 * @param pos {Number} position between 0 (start of effect) and 1 (end of effect)
	**/
	var easeInOutCubic = function(pos) {
		if ((pos /= 0.5) < 1) {
			return 0.5 * Math.pow(pos, 3);
		}

		return 0.5 * (Math.pow((pos - 2), 3) + 2);
	};


	var members = {

		/*
		---------------------------------------------------------------------------
			INTERNAL FIELDS :: STATUS
		---------------------------------------------------------------------------
		*/

		/** {Boolean} Whether only a single finger is used in touch handling */
		__isSingleTouch: false,

		/** {Boolean} Whether a touch event sequence is in progress */
		__isTracking: false,

		/** {Boolean} Whether a deceleration animation went to completion. */
		__didDecelerationComplete: false,

		/**
		 * {Boolean} Whether a gesture zoom/rotate event is in progress. Activates when
		 * a gesturestart event happens. This has higher priority than dragging.
		 */
		__isGesturing: false,

		/**
		 * {Boolean} Whether the user has moved by such a distance that we have enabled
		 * dragging mode. Hint: It's only enabled after some pixels of movement to
		 * not interrupt with clicks etc.
		 */
		__isDragging: false,

		/**
		 * {Boolean} Not touching and dragging anymore, and smoothly animating the
		 * touch sequence using deceleration.
		 */
		__isDecelerating: false,

		/**
		 * {Boolean} Smoothly animating the currently configured change
		 */
		__isAnimating: false,



		/*
		---------------------------------------------------------------------------
			INTERNAL FIELDS :: DIMENSIONS
		---------------------------------------------------------------------------
		*/

		/** {Integer} Available outer left position (from document perspective) */
		__clientLeft: 0,

		/** {Integer} Available outer top position (from document perspective) */
		__clientTop: 0,

		/** {Integer} Available outer width */
		__clientWidth: 0,

		/** {Integer} Available outer height */
		__clientHeight: 0,

		/** {Integer} Outer width of content */
		__contentWidth: 0,

		/** {Integer} Outer height of content */
		__contentHeight: 0,

		/** {Integer} Snapping width for content */
		__snapWidth: 100,

		/** {Integer} Snapping height for content */
		__snapHeight: 100,

		/** {Integer} Height to assign to refresh area */
		__refreshHeight: null,

		/** {Boolean} Whether the refresh process is enabled when the event is released now */
		__refreshActive: false,

		/** {Function} Callback to execute on activation. This is for signalling the user about a refresh is about to happen when he release */
		__refreshActivate: null,

		/** {Function} Callback to execute on deactivation. This is for signalling the user about the refresh being cancelled */
		__refreshDeactivate: null,

		/** {Function} Callback to execute to start the actual refresh. Call {@link #refreshFinish} when done */
		__refreshStart: null,

		/** {Number} Zoom level */
		__zoomLevel: 1,

		/** {Number} Scroll position on x-axis */
		__scrollLeft: 0,

		/** {Number} Scroll position on y-axis */
		__scrollTop: 0,

		/** {Integer} Maximum allowed scroll position on x-axis */
		__maxScrollLeft: 0,

		/** {Integer} Maximum allowed scroll position on y-axis */
		__maxScrollTop: 0,

		/* {Number} Scheduled left position (final position when animating) */
		__scheduledLeft: 0,

		/* {Number} Scheduled top position (final position when animating) */
		__scheduledTop: 0,

		/* {Number} Scheduled zoom level (final scale when animating) */
		__scheduledZoom: 0,



		/*
		---------------------------------------------------------------------------
			INTERNAL FIELDS :: LAST POSITIONS
		---------------------------------------------------------------------------
		*/

		/** {Number} Left position of finger at start */
		__lastTouchLeft: null,

		/** {Number} Top position of finger at start */
		__lastTouchTop: null,

		/** {Date} Timestamp of last move of finger. Used to limit tracking range for deceleration speed. */
		__lastTouchMove: null,

		/** {Array} List of positions, uses three indexes for each state: left, top, timestamp */
		__positions: null,



		/*
		---------------------------------------------------------------------------
			INTERNAL FIELDS :: DECELERATION SUPPORT
		---------------------------------------------------------------------------
		*/

		/** {Integer} Minimum left scroll position during deceleration */
		__minDecelerationScrollLeft: null,

		/** {Integer} Minimum top scroll position during deceleration */
		__minDecelerationScrollTop: null,

		/** {Integer} Maximum left scroll position during deceleration */
		__maxDecelerationScrollLeft: null,

		/** {Integer} Maximum top scroll position during deceleration */
		__maxDecelerationScrollTop: null,

		/** {Number} Current factor to modify horizontal scroll position with on every step */
		__decelerationVelocityX: null,

		/** {Number} Current factor to modify vertical scroll position with on every step */
		__decelerationVelocityY: null,



		/*
		---------------------------------------------------------------------------
			PUBLIC API
		---------------------------------------------------------------------------
		*/

		/**
		 * Configures the dimensions of the client (outer) and content (inner) elements.
		 * Requires the available space for the outer element and the outer size of the inner element.
		 * All values which are falsy (null or zero etc.) are ignored and the old value is kept.
		 *
		 * @param clientWidth {Integer ? null} Inner width of outer element
		 * @param clientHeight {Integer ? null} Inner height of outer element
		 * @param contentWidth {Integer ? null} Outer width of inner element
		 * @param contentHeight {Integer ? null} Outer height of inner element
		 */
		setDimensions: function(clientWidth, clientHeight, contentWidth, contentHeight) {

			var self = this;

			// Only update values which are defined
			if (clientWidth === +clientWidth) {
				self.__clientWidth = clientWidth;
			}

			if (clientHeight === +clientHeight) {
				self.__clientHeight = clientHeight;
			}

			if (contentWidth === +contentWidth) {
				self.__contentWidth = contentWidth;
			}

			if (contentHeight === +contentHeight) {
				self.__contentHeight = contentHeight;
			}

			// Refresh maximums
			self.__computeScrollMax();

			// Refresh scroll position
			self.scrollTo(self.__scrollLeft, self.__scrollTop, true);

		},


		/**
		 * Sets the client coordinates in relation to the document.
		 *
		 * @param left {Integer ? 0} Left position of outer element
		 * @param top {Integer ? 0} Top position of outer element
		 */
		setPosition: function(left, top) {

			var self = this;

			self.__clientLeft = left || 0;
			self.__clientTop = top || 0;

		},


		/**
		 * Configures the snapping (when snapping is active)
		 *
		 * @param width {Integer} Snapping width
		 * @param height {Integer} Snapping height
		 */
		setSnapSize: function(width, height) {

			var self = this;

			self.__snapWidth = width;
			self.__snapHeight = height;

		},


		/**
		 * Activates pull-to-refresh. A special zone on the top of the list to start a list refresh whenever
		 * the user event is released during visibility of this zone. This was introduced by some apps on iOS like
		 * the official Twitter client.
		 *
		 * @param height {Integer} Height of pull-to-refresh zone on top of rendered list
		 * @param activateCallback {Function} Callback to execute on activation. This is for signalling the user about a refresh is about to happen when he release.
		 * @param deactivateCallback {Function} Callback to execute on deactivation. This is for signalling the user about the refresh being cancelled.
		 * @param startCallback {Function} Callback to execute to start the real async refresh action. Call {@link #finishPullToRefresh} after finish of refresh.
		 */
		activatePullToRefresh: function(height, activateCallback, deactivateCallback, startCallback) {

			var self = this;

			self.__refreshHeight = height;
			self.__refreshActivate = activateCallback;
			self.__refreshDeactivate = deactivateCallback;
			self.__refreshStart = startCallback;

		},


		/**
		 * Signalizes that pull-to-refresh is finished.
		 */
		finishPullToRefresh: function() {

			var self = this;

			self.__refreshActive = false;
			if (self.__refreshDeactivate) {
				self.__refreshDeactivate();
			}

			self.scrollTo(self.__scrollLeft, self.__scrollTop, true);

		},


		/**
		 * Returns the scroll position and zooming values
		 *
		 * @return {Map} `left` and `top` scroll position and `zoom` level
		 */
		getValues: function() {

			var self = this;

			return {
				left: self.__scrollLeft,
				top: self.__scrollTop,
				zoom: self.__zoomLevel
			};

		},


		/**
		 * Returns the maximum scroll values
		 *
		 * @return {Map} `left` and `top` maximum scroll values
		 */
		getScrollMax: function() {

			var self = this;

			return {
				left: self.__maxScrollLeft,
				top: self.__maxScrollTop
			};

		},


		/**
		 * Zooms to the given level. Supports optional animation. Zooms
		 * the center when no coordinates are given.
		 *
		 * @param level {Number} Level to zoom to
		 * @param animate {Boolean ? false} Whether to use animation
		 * @param originLeft {Number ? null} Zoom in at given left coordinate
		 * @param originTop {Number ? null} Zoom in at given top coordinate
		 */
		zoomTo: function(level, animate, originLeft, originTop) {

			var self = this;

			if (!self.options.zooming) {
				throw new Error("Zooming is not enabled!");
			}

			// Stop deceleration
			if (self.__isDecelerating) {
				core.effect.Animate.stop(self.__isDecelerating);
				self.__isDecelerating = false;
			}

			var oldLevel = self.__zoomLevel;

			// Normalize input origin to center of viewport if not defined
			if (originLeft == null) {
				originLeft = self.__clientWidth / 2;
			}

			if (originTop == null) {
				originTop = self.__clientHeight / 2;
			}

			// Limit level according to configuration
			level = Math.max(Math.min(level, self.options.maxZoom), self.options.minZoom);

			// Recompute maximum values while temporary tweaking maximum scroll ranges
			self.__computeScrollMax(level);

			// Recompute left and top coordinates based on new zoom level
			var left = ((originLeft + self.__scrollLeft) * level / oldLevel) - originLeft;
			var top = ((originTop + self.__scrollTop) * level / oldLevel) - originTop;

			// Limit x-axis
			if (left > self.__maxScrollLeft) {
				left = self.__maxScrollLeft;
			} else if (left < 0) {
				left = 0;
			}

			// Limit y-axis
			if (top > self.__maxScrollTop) {
				top = self.__maxScrollTop;
			} else if (top < 0) {
				top = 0;
			}

			// Push values out
			self.__publish(left, top, level, animate);

		},


		/**
		 * Zooms the content by the given factor.
		 *
		 * @param factor {Number} Zoom by given factor
		 * @param animate {Boolean ? false} Whether to use animation
		 * @param originLeft {Number ? 0} Zoom in at given left coordinate
		 * @param originTop {Number ? 0} Zoom in at given top coordinate
		 */
		zoomBy: function(factor, animate, originLeft, originTop) {

			var self = this;

			self.zoomTo(self.__zoomLevel * factor, animate, originLeft, originTop);

		},


		/**
		 * Scrolls to the given position. Respect limitations and snapping automatically.
		 *
		 * @param left {Number?null} Horizontal scroll position, keeps current if value is <code>null</code>
		 * @param top {Number?null} Vertical scroll position, keeps current if value is <code>null</code>
		 * @param animate {Boolean?false} Whether the scrolling should happen using an animation
		 * @param zoom {Number?null} Zoom level to go to
		 */
		scrollTo: function(left, top, animate, zoom) {

			var self = this;

			// Stop deceleration
			if (self.__isDecelerating) {
				core.effect.Animate.stop(self.__isDecelerating);
				self.__isDecelerating = false;
			}

			// Correct coordinates based on new zoom level
			if (zoom != null && zoom !== self.__zoomLevel) {

				if (!self.options.zooming) {
					throw new Error("Zooming is not enabled!");
				}

				left *= zoom;
				top *= zoom;

				// Recompute maximum values while temporary tweaking maximum scroll ranges
				self.__computeScrollMax(zoom);

			} else {

				// Keep zoom when not defined
				zoom = self.__zoomLevel;

			}

			if (!self.options.scrollingX) {

				left = self.__scrollLeft;

			} else {

				if (self.options.paging) {
					left = Math.round(left / self.__clientWidth) * self.__clientWidth;
				} else if (self.options.snapping) {
					left = Math.round(left / self.__snapWidth) * self.__snapWidth;
				}

			}

			if (!self.options.scrollingY) {

				top = self.__scrollTop;

			} else {

				if (self.options.paging) {
					top = Math.round(top / self.__clientHeight) * self.__clientHeight;
				} else if (self.options.snapping) {
					top = Math.round(top / self.__snapHeight) * self.__snapHeight;
				}

			}

			// Limit for allowed ranges
			left = Math.max(Math.min(self.__maxScrollLeft, left), 0);
			top = Math.max(Math.min(self.__maxScrollTop, top), 0);

			// Don't animate when no change detected, still call publish to make sure
			// that rendered position is really in-sync with internal data
			if (left === self.__scrollLeft && top === self.__scrollTop) {
				animate = false;
			}

			// Publish new values
			self.__publish(left, top, zoom, animate);

		},


		/**
		 * Scroll by the given offset
		 *
		 * @param left {Number ? 0} Scroll x-axis by given offset
		 * @param top {Number ? 0} Scroll x-axis by given offset
		 * @param animate {Boolean ? false} Whether to animate the given change
		 */
		scrollBy: function(left, top, animate) {

			var self = this;

			var startLeft = self.__isAnimating ? self.__scheduledLeft : self.__scrollLeft;
			var startTop = self.__isAnimating ? self.__scheduledTop : self.__scrollTop;

			self.scrollTo(startLeft + (left || 0), startTop + (top || 0), animate);

		},



		/*
		---------------------------------------------------------------------------
			EVENT CALLBACKS
		---------------------------------------------------------------------------
		*/

		/**
		 * Mouse wheel handler for zooming support
		 */
		doMouseZoom: function(wheelDelta, timeStamp, pageX, pageY) {

			var self = this;
			var change = wheelDelta > 0 ? 0.97 : 1.03;

			return self.zoomTo(self.__zoomLevel * change, false, pageX - self.__clientLeft, pageY - self.__clientTop);

		},


		/**
		 * Touch start handler for scrolling support
		 */
		doTouchStart: function(touches, timeStamp) {

			// Array-like check is enough here
			if (touches.length == null) {
				throw new Error("Invalid touch list: " + touches);
			}

			if (timeStamp instanceof Date) {
				timeStamp = timeStamp.valueOf();
			}
			if (typeof timeStamp !== "number") {
				throw new Error("Invalid timestamp value: " + timeStamp);
			}

			var self = this;

			// Reset interruptedAnimation flag
			self.__interruptedAnimation = true;

			// Stop deceleration
			if (self.__isDecelerating) {
				core.effect.Animate.stop(self.__isDecelerating);
				self.__isDecelerating = false;
				self.__interruptedAnimation = true;
			}

			// Stop animation
			if (self.__isAnimating) {
				core.effect.Animate.stop(self.__isAnimating);
				self.__isAnimating = false;
				self.__interruptedAnimation = true;
			}

			// Use center point when dealing with two fingers
			var currentTouchLeft, currentTouchTop;
			var isSingleTouch = touches.length === 1;
			if (isSingleTouch) {
				currentTouchLeft = touches[0].pageX;
				currentTouchTop = touches[0].pageY;
			} else {
				currentTouchLeft = Math.abs(touches[0].pageX + touches[1].pageX) / 2;
				currentTouchTop = Math.abs(touches[0].pageY + touches[1].pageY) / 2;
			}

			// Store initial positions
			self.__initialTouchLeft = currentTouchLeft;
			self.__initialTouchTop = currentTouchTop;

			// Store current zoom level
			self.__zoomLevelStart = self.__zoomLevel;

			// Store initial touch positions
			self.__lastTouchLeft = currentTouchLeft;
			self.__lastTouchTop = currentTouchTop;

			// Store initial move time stamp
			self.__lastTouchMove = timeStamp;

			// Reset initial scale
			self.__lastScale = 1;

			// Reset locking flags
			self.__enableScrollX = !isSingleTouch && self.options.scrollingX;
			self.__enableScrollY = !isSingleTouch && self.options.scrollingY;

			// Reset tracking flag
			self.__isTracking = true;

			// Reset deceleration complete flag
			self.__didDecelerationComplete = false;

			// Dragging starts directly with two fingers, otherwise lazy with an offset
			self.__isDragging = !isSingleTouch;

			// Some features are disabled in multi touch scenarios
			self.__isSingleTouch = isSingleTouch;

			// Clearing data structure
			self.__positions = [];

		},


		/**
		 * Touch move handler for scrolling support
		 */
		doTouchMove: function(touches, timeStamp, scale) {

			// Array-like check is enough here
			if (touches.length == null) {
				throw new Error("Invalid touch list: " + touches);
			}

			if (timeStamp instanceof Date) {
				timeStamp = timeStamp.valueOf();
			}
			if (typeof timeStamp !== "number") {
				throw new Error("Invalid timestamp value: " + timeStamp);
			}

			var self = this;

			// Ignore event when tracking is not enabled (event might be outside of element)
			if (!self.__isTracking) {
				return;
			}


			var currentTouchLeft, currentTouchTop;

			// Compute move based around of center of fingers
			if (touches.length === 2) {
				currentTouchLeft = Math.abs(touches[0].pageX + touches[1].pageX) / 2;
				currentTouchTop = Math.abs(touches[0].pageY + touches[1].pageY) / 2;
			} else {
				currentTouchLeft = touches[0].pageX;
				currentTouchTop = touches[0].pageY;
			}

			var positions = self.__positions;

			// Are we already is dragging mode?
			if (self.__isDragging) {

				// Compute move distance
				var moveX = currentTouchLeft - self.__lastTouchLeft;
				var moveY = currentTouchTop - self.__lastTouchTop;

				// Read previous scroll position and zooming
				var scrollLeft = self.__scrollLeft;
				var scrollTop = self.__scrollTop;
				var level = self.__zoomLevel;

				// Work with scaling
				if (scale != null && self.options.zooming) {

					var oldLevel = level;

					// Recompute level based on previous scale and new scale
					level = level / self.__lastScale * scale;

					// Limit level according to configuration
					level = Math.max(Math.min(level, self.options.maxZoom), self.options.minZoom);

					// Only do further compution when change happened
					if (oldLevel !== level) {

						// Compute relative event position to container
						var currentTouchLeftRel = currentTouchLeft - self.__clientLeft;
						var currentTouchTopRel = currentTouchTop - self.__clientTop;

						// Recompute left and top coordinates based on new zoom level
						scrollLeft = ((currentTouchLeftRel + scrollLeft) * level / oldLevel) - currentTouchLeftRel;
						scrollTop = ((currentTouchTopRel + scrollTop) * level / oldLevel) - currentTouchTopRel;

						// Recompute max scroll values
						self.__computeScrollMax(level);

					}
				}

				if (self.__enableScrollX) {

					scrollLeft -= moveX * this.options.speedMultiplier;
					var maxScrollLeft = self.__maxScrollLeft;

					if (scrollLeft > maxScrollLeft || scrollLeft < 0) {

						// Slow down on the edges
						if (self.options.bouncing) {

							scrollLeft += (moveX / 2  * this.options.speedMultiplier);

						} else if (scrollLeft > maxScrollLeft) {

							scrollLeft = maxScrollLeft;

						} else {

							scrollLeft = 0;

						}
					}
				}

				// Compute new vertical scroll position
				if (self.__enableScrollY) {

					scrollTop -= moveY * this.options.speedMultiplier;
					var maxScrollTop = self.__maxScrollTop;

					if (scrollTop > maxScrollTop || scrollTop < 0) {

						// Slow down on the edges
						if (self.options.bouncing) {

							scrollTop += (moveY / 2 * this.options.speedMultiplier);

							// Support pull-to-refresh (only when only y is scrollable)
							if (!self.__enableScrollX && self.__refreshHeight != null) {

								if (!self.__refreshActive && scrollTop <= -self.__refreshHeight) {

									self.__refreshActive = true;
									if (self.__refreshActivate) {
										self.__refreshActivate();
									}

								} else if (self.__refreshActive && scrollTop > -self.__refreshHeight) {

									self.__refreshActive = false;
									if (self.__refreshDeactivate) {
										self.__refreshDeactivate();
									}

								}
							}

						} else if (scrollTop > maxScrollTop) {

							scrollTop = maxScrollTop;

						} else {

							scrollTop = 0;

						}
					}
				}

				// Keep list from growing infinitely (holding min 10, max 20 measure points)
				if (positions.length > 60) {
					positions.splice(0, 30);
				}

				// Track scroll movement for decleration
				positions.push(scrollLeft, scrollTop, timeStamp);

				// Sync scroll position
				self.__publish(scrollLeft, scrollTop, level);

			// Otherwise figure out whether we are switching into dragging mode now.
			} else {

				var minimumTrackingForScroll = self.options.locking ? 3 : 0;
				var minimumTrackingForDrag = 5;

				var distanceX = Math.abs(currentTouchLeft - self.__initialTouchLeft);
				var distanceY = Math.abs(currentTouchTop - self.__initialTouchTop);

				self.__enableScrollX = self.options.scrollingX && distanceX >= minimumTrackingForScroll;
				self.__enableScrollY = self.options.scrollingY && distanceY >= minimumTrackingForScroll;

				positions.push(self.__scrollLeft, self.__scrollTop, timeStamp);

				self.__isDragging = (self.__enableScrollX || self.__enableScrollY) && (distanceX >= minimumTrackingForDrag || distanceY >= minimumTrackingForDrag);
				if (self.__isDragging) {
					self.__interruptedAnimation = false;
				}

			}

			// Update last touch positions and time stamp for next event
			self.__lastTouchLeft = currentTouchLeft;
			self.__lastTouchTop = currentTouchTop;
			self.__lastTouchMove = timeStamp;
			self.__lastScale = scale;

		},


		/**
		 * Touch end handler for scrolling support
		 */
		doTouchEnd: function(timeStamp) {

			if (timeStamp instanceof Date) {
				timeStamp = timeStamp.valueOf();
			}
			if (typeof timeStamp !== "number") {
				throw new Error("Invalid timestamp value: " + timeStamp);
			}

			var self = this;

			// Ignore event when tracking is not enabled (no touchstart event on element)
			// This is required as this listener ('touchmove') sits on the document and not on the element itself.
			if (!self.__isTracking) {
				return;
			}

			// Not touching anymore (when two finger hit the screen there are two touch end events)
			self.__isTracking = false;

			// Be sure to reset the dragging flag now. Here we also detect whether
			// the finger has moved fast enough to switch into a deceleration animation.
			if (self.__isDragging) {

				// Reset dragging flag
				self.__isDragging = false;

				// Start deceleration
				// Verify that the last move detected was in some relevant time frame
				if (self.__isSingleTouch && self.options.animating && (timeStamp - self.__lastTouchMove) <= 100) {

					// Then figure out what the scroll position was about 100ms ago
					var positions = self.__positions;
					var endPos = positions.length - 1;
					var startPos = endPos;

					// Move pointer to position measured 100ms ago
					for (var i = endPos; i > 0 && positions[i] > (self.__lastTouchMove - 100); i -= 3) {
						startPos = i;
					}

					// If start and stop position is identical in a 100ms timeframe,
					// we cannot compute any useful deceleration.
					if (startPos !== endPos) {

						// Compute relative movement between these two points
						var timeOffset = positions[endPos] - positions[startPos];
						var movedLeft = self.__scrollLeft - positions[startPos - 2];
						var movedTop = self.__scrollTop - positions[startPos - 1];

						// Based on 50ms compute the movement to apply for each render step
						self.__decelerationVelocityX = movedLeft / timeOffset * (1000 / 60);
						self.__decelerationVelocityY = movedTop / timeOffset * (1000 / 60);

						// How much velocity is required to start the deceleration
						var minVelocityToStartDeceleration = self.options.paging || self.options.snapping ? 4 : 1;

						// Verify that we have enough velocity to start deceleration
						if (Math.abs(self.__decelerationVelocityX) > minVelocityToStartDeceleration || Math.abs(self.__decelerationVelocityY) > minVelocityToStartDeceleration) {

							// Deactivate pull-to-refresh when decelerating
							if (!self.__refreshActive) {
								self.__startDeceleration(timeStamp);
							}
						}
					} else {
						self.options.scrollingComplete();
					}
				} else if ((timeStamp - self.__lastTouchMove) > 100) {
					self.options.scrollingComplete();
	 			}
			}

			// If this was a slower move it is per default non decelerated, but this
			// still means that we want snap back to the bounds which is done here.
			// This is placed outside the condition above to improve edge case stability
			// e.g. touchend fired without enabled dragging. This should normally do not
			// have modified the scroll positions or even showed the scrollbars though.
			if (!self.__isDecelerating) {

				if (self.__refreshActive && self.__refreshStart) {

					// Use publish instead of scrollTo to allow scrolling to out of boundary position
					// We don't need to normalize scrollLeft, zoomLevel, etc. here because we only y-scrolling when pull-to-refresh is enabled
					self.__publish(self.__scrollLeft, -self.__refreshHeight, self.__zoomLevel, true);

					if (self.__refreshStart) {
						self.__refreshStart();
					}

				} else {

					if (self.__interruptedAnimation || self.__isDragging) {
						self.options.scrollingComplete();
					}
					self.scrollTo(self.__scrollLeft, self.__scrollTop, true, self.__zoomLevel);

					// Directly signalize deactivation (nothing todo on refresh?)
					if (self.__refreshActive) {

						self.__refreshActive = false;
						if (self.__refreshDeactivate) {
							self.__refreshDeactivate();
						}

					}
				}
			}

			// Fully cleanup list
			self.__positions.length = 0;

		},



		/*
		---------------------------------------------------------------------------
			PRIVATE API
		---------------------------------------------------------------------------
		*/

		/**
		 * Applies the scroll position to the content element
		 *
		 * @param left {Number} Left scroll position
		 * @param top {Number} Top scroll position
		 * @param animate {Boolean?false} Whether animation should be used to move to the new coordinates
		 */
		__publish: function(left, top, zoom, animate) {

			var self = this;

			// Remember whether we had an animation, then we try to continue based on the current "drive" of the animation
			var wasAnimating = self.__isAnimating;
			if (wasAnimating) {
				core.effect.Animate.stop(wasAnimating);
				self.__isAnimating = false;
			}

			if (animate && self.options.animating) {

				// Keep scheduled positions for scrollBy/zoomBy functionality
				self.__scheduledLeft = left;
				self.__scheduledTop = top;
				self.__scheduledZoom = zoom;

				var oldLeft = self.__scrollLeft;
				var oldTop = self.__scrollTop;
				var oldZoom = self.__zoomLevel;

				var diffLeft = left - oldLeft;
				var diffTop = top - oldTop;
				var diffZoom = zoom - oldZoom;

				var step = function(percent, now, render) {

					if (render) {

						self.__scrollLeft = oldLeft + (diffLeft * percent);
						self.__scrollTop = oldTop + (diffTop * percent);
						self.__zoomLevel = oldZoom + (diffZoom * percent);

						// Push values out
						if (self.__callback) {
							self.__callback(self.__scrollLeft, self.__scrollTop, self.__zoomLevel);
						}

					}
				};

				var verify = function(id) {
					return self.__isAnimating === id;
				};

				var completed = function(renderedFramesPerSecond, animationId, wasFinished) {
					if (animationId === self.__isAnimating) {
						self.__isAnimating = false;
					}
					if (self.__didDecelerationComplete || wasFinished) {
						self.options.scrollingComplete();
					}

					if (self.options.zooming) {
						self.__computeScrollMax();
					}
				};

				// When continuing based on previous animation we choose an ease-out animation instead of ease-in-out
				self.__isAnimating = core.effect.Animate.start(step, verify, completed, self.options.animationDuration, wasAnimating ? easeOutCubic : easeInOutCubic);

			} else {

				self.__scheduledLeft = self.__scrollLeft = left;
				self.__scheduledTop = self.__scrollTop = top;
				self.__scheduledZoom = self.__zoomLevel = zoom;

				// Push values out
				if (self.__callback) {
					self.__callback(left, top, zoom);
				}

				// Fix max scroll ranges
				if (self.options.zooming) {
					self.__computeScrollMax();
				}
			}
		},


		/**
		 * Recomputes scroll minimum values based on client dimensions and content dimensions.
		 */
		__computeScrollMax: function(zoomLevel) {

			var self = this;

			if (zoomLevel == null) {
				zoomLevel = self.__zoomLevel;
			}

			self.__maxScrollLeft = Math.max((self.__contentWidth * zoomLevel) - self.__clientWidth, 0);
			self.__maxScrollTop = Math.max((self.__contentHeight * zoomLevel) - self.__clientHeight, 0);

		},



		/*
		---------------------------------------------------------------------------
			ANIMATION (DECELERATION) SUPPORT
		---------------------------------------------------------------------------
		*/

		/**
		 * Called when a touch sequence end and the speed of the finger was high enough
		 * to switch into deceleration mode.
		 */
		__startDeceleration: function(timeStamp) {

			var self = this;

			if (self.options.paging) {

				var scrollLeft = Math.max(Math.min(self.__scrollLeft, self.__maxScrollLeft), 0);
				var scrollTop = Math.max(Math.min(self.__scrollTop, self.__maxScrollTop), 0);
				var clientWidth = self.__clientWidth;
				var clientHeight = self.__clientHeight;

				// We limit deceleration not to the min/max values of the allowed range, but to the size of the visible client area.
				// Each page should have exactly the size of the client area.
				self.__minDecelerationScrollLeft = Math.floor(scrollLeft / clientWidth) * clientWidth;
				self.__minDecelerationScrollTop = Math.floor(scrollTop / clientHeight) * clientHeight;
				self.__maxDecelerationScrollLeft = Math.ceil(scrollLeft / clientWidth) * clientWidth;
				self.__maxDecelerationScrollTop = Math.ceil(scrollTop / clientHeight) * clientHeight;

			} else {

				self.__minDecelerationScrollLeft = 0;
				self.__minDecelerationScrollTop = 0;
				self.__maxDecelerationScrollLeft = self.__maxScrollLeft;
				self.__maxDecelerationScrollTop = self.__maxScrollTop;

			}

			// Wrap class method
			var step = function(percent, now, render) {
				self.__stepThroughDeceleration(render);
			};

			// How much velocity is required to keep the deceleration running
			var minVelocityToKeepDecelerating = self.options.snapping ? 4 : 0.1;

			// Detect whether it's still worth to continue animating steps
			// If we are already slow enough to not being user perceivable anymore, we stop the whole process here.
			var verify = function() {
				var shouldContinue = Math.abs(self.__decelerationVelocityX) >= minVelocityToKeepDecelerating || Math.abs(self.__decelerationVelocityY) >= minVelocityToKeepDecelerating;
				if (!shouldContinue) {
					self.__didDecelerationComplete = true;
				}
				return shouldContinue;
			};

			var completed = function(renderedFramesPerSecond, animationId, wasFinished) {
				self.__isDecelerating = false;
				if (self.__didDecelerationComplete) {
					self.options.scrollingComplete();
				}

				// Animate to grid when snapping is active, otherwise just fix out-of-boundary positions
				self.scrollTo(self.__scrollLeft, self.__scrollTop, self.options.snapping);
			};

			// Start animation and switch on flag
			self.__isDecelerating = core.effect.Animate.start(step, verify, completed);

		},


		/**
		 * Called on every step of the animation
		 *
		 * @param inMemory {Boolean?false} Whether to not render the current step, but keep it in memory only. Used internally only!
		 */
		__stepThroughDeceleration: function(render) {

			var self = this;


			//
			// COMPUTE NEXT SCROLL POSITION
			//

			// Add deceleration to scroll position
			var scrollLeft = self.__scrollLeft + self.__decelerationVelocityX;
			var scrollTop = self.__scrollTop + self.__decelerationVelocityY;


			//
			// HARD LIMIT SCROLL POSITION FOR NON BOUNCING MODE
			//

			if (!self.options.bouncing) {

				var scrollLeftFixed = Math.max(Math.min(self.__maxDecelerationScrollLeft, scrollLeft), self.__minDecelerationScrollLeft);
				if (scrollLeftFixed !== scrollLeft) {
					scrollLeft = scrollLeftFixed;
					self.__decelerationVelocityX = 0;
				}

				var scrollTopFixed = Math.max(Math.min(self.__maxDecelerationScrollTop, scrollTop), self.__minDecelerationScrollTop);
				if (scrollTopFixed !== scrollTop) {
					scrollTop = scrollTopFixed;
					self.__decelerationVelocityY = 0;
				}

			}


			//
			// UPDATE SCROLL POSITION
			//

			if (render) {

				self.__publish(scrollLeft, scrollTop, self.__zoomLevel);

			} else {

				self.__scrollLeft = scrollLeft;
				self.__scrollTop = scrollTop;

			}


			//
			// SLOW DOWN
			//

			// Slow down velocity on every iteration
			if (!self.options.paging) {

				// This is the factor applied to every iteration of the animation
				// to slow down the process. This should emulate natural behavior where
				// objects slow down when the initiator of the movement is removed
				var frictionFactor = 0.95;

				self.__decelerationVelocityX *= frictionFactor;
				self.__decelerationVelocityY *= frictionFactor;

			}


			//
			// BOUNCING SUPPORT
			//

			if (self.options.bouncing) {

				var scrollOutsideX = 0;
				var scrollOutsideY = 0;

				// This configures the amount of change applied to deceleration/acceleration when reaching boundaries
				var penetrationDeceleration = 0.03;
				var penetrationAcceleration = 0.08;

				// Check limits
				if (scrollLeft < self.__minDecelerationScrollLeft) {
					scrollOutsideX = self.__minDecelerationScrollLeft - scrollLeft;
				} else if (scrollLeft > self.__maxDecelerationScrollLeft) {
					scrollOutsideX = self.__maxDecelerationScrollLeft - scrollLeft;
				}

				if (scrollTop < self.__minDecelerationScrollTop) {
					scrollOutsideY = self.__minDecelerationScrollTop - scrollTop;
				} else if (scrollTop > self.__maxDecelerationScrollTop) {
					scrollOutsideY = self.__maxDecelerationScrollTop - scrollTop;
				}

				// Slow down until slow enough, then flip back to snap position
				if (scrollOutsideX !== 0) {
					if (scrollOutsideX * self.__decelerationVelocityX <= 0) {
						self.__decelerationVelocityX += scrollOutsideX * penetrationDeceleration;
					} else {
						self.__decelerationVelocityX = scrollOutsideX * penetrationAcceleration;
					}
				}

				if (scrollOutsideY !== 0) {
					if (scrollOutsideY * self.__decelerationVelocityY <= 0) {
						self.__decelerationVelocityY += scrollOutsideY * penetrationDeceleration;
					} else {
						self.__decelerationVelocityY = scrollOutsideY * penetrationAcceleration;
					}
				}
			}
		}
	};

	// Copy over members to prototype
	for (var key in members) {
		Scroller.prototype[key] = members[key];
	}

})();
