diff --git a/Gruntfile.js b/Gruntfile.js
index a742dc253f..b3644b5bca 100644
--- a/Gruntfile.js
+++ b/Gruntfile.js
@@ -19,6 +19,7 @@ module.exports = function(grunt) {
'js/views/view.js',
'js/views/scrollView.js',
+ 'js/views/scrollZyng.js',
'js/views/actionSheetView.js',
'js/views/checkboxView.js',
diff --git a/dist/js/ionic.js b/dist/js/ionic.js
index bc2a115336..699cfcd4a8 100644
--- a/dist/js/ionic.js
+++ b/dist/js/ionic.js
@@ -2830,6 +2830,1578 @@ window.ionic = {
DECEL_RATE_SLOW: 0.996,
});
+})(ionic);
+;
+/*
+ * 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)
+ */
+
+/**
+ * Generic animation class with support for dropped frames both optional easing and duration.
+ *
+ * Optional duration is useful when the lifetime is defined by another condition than time
+ * e.g. speed of an animating object, etc.
+ *
+ * Dropped frame logic allows to keep using the same updater logic independent from the actual
+ * rendering. This eases a lot of cases where it might be pretty complex to break down a state
+ * based on the pure time difference.
+ */
+(function(global) {
+ var time = Date.now || function() {
+ return +new Date();
+ };
+ var desiredFrames = 60;
+ var millisecondsPerSecond = 1000;
+ var running = {};
+ var counter = 1;
+
+ // Create namespaces
+ if (!global.core) {
+ global.core = { effect : {} };
+
+ } else if (!core.effect) {
+ core.effect = {};
+ }
+
+ core.effect.Animate = {
+
+ /**
+ * A requestAnimationFrame wrapper / polyfill.
+ *
+ * @param callback {Function} The callback to be invoked before the next repaint.
+ * @param root {HTMLElement} The root element for the repaint
+ */
+ requestAnimationFrame: (function() {
+
+ // Check for request animation Frame support
+ var requestFrame = global.requestAnimationFrame || global.webkitRequestAnimationFrame || global.mozRequestAnimationFrame || global.oRequestAnimationFrame;
+ var isNative = !!requestFrame;
+
+ if (requestFrame && !/requestAnimationFrame\(\)\s*\{\s*\[native code\]\s*\}/i.test(requestFrame.toString())) {
+ isNative = false;
+ }
+
+ if (isNative) {
+ return function(callback, root) {
+ requestFrame(callback, root)
+ };
+ }
+
+ var TARGET_FPS = 60;
+ var requests = {};
+ var requestCount = 0;
+ var rafHandle = 1;
+ var intervalHandle = null;
+ var lastActive = +new Date();
+
+ return function(callback, root) {
+ var callbackHandle = rafHandle++;
+
+ // Store callback
+ requests[callbackHandle] = callback;
+ requestCount++;
+
+ // Create timeout at first request
+ if (intervalHandle === null) {
+
+ intervalHandle = setInterval(function() {
+
+ var time = +new Date();
+ var currentRequests = requests;
+
+ // Reset data structure before executing callbacks
+ requests = {};
+ requestCount = 0;
+
+ for(var key in currentRequests) {
+ if (currentRequests.hasOwnProperty(key)) {
+ currentRequests[key](time);
+ lastActive = time;
+ }
+ }
+
+ // Disable the timeout when nothing happens for a certain
+ // period of time
+ if (time - lastActive > 2500) {
+ clearInterval(intervalHandle);
+ intervalHandle = null;
+ }
+
+ }, 1000 / TARGET_FPS);
+ }
+
+ return callbackHandle;
+ };
+
+ })(),
+
+
+ /**
+ * Stops the given animation.
+ *
+ * @param id {Integer} Unique animation ID
+ * @return {Boolean} Whether the animation was stopped (aka, was running before)
+ */
+ stop: function(id) {
+ var cleared = running[id] != null;
+ if (cleared) {
+ running[id] = null;
+ }
+
+ return cleared;
+ },
+
+
+ /**
+ * Whether the given animation is still running.
+ *
+ * @param id {Integer} Unique animation ID
+ * @return {Boolean} Whether the animation is still running
+ */
+ isRunning: function(id) {
+ return running[id] != null;
+ },
+
+
+ /**
+ * Start the animation.
+ *
+ * @param stepCallback {Function} Pointer to function which is executed on every step.
+ * Signature of the method should be `function(percent, now, virtual) { return continueWithAnimation; }`
+ * @param verifyCallback {Function} Executed before every animation step.
+ * Signature of the method should be `function() { return continueWithAnimation; }`
+ * @param completedCallback {Function}
+ * Signature of the method should be `function(droppedFrames, finishedAnimation) {}`
+ * @param duration {Integer} Milliseconds to run the animation
+ * @param easingMethod {Function} Pointer to easing function
+ * Signature of the method should be `function(percent) { return modifiedValue; }`
+ * @param root {Element ? document.body} Render root, when available. Used for internal
+ * usage of requestAnimationFrame.
+ * @return {Integer} Identifier of animation. Can be used to stop it any time.
+ */
+ start: function(stepCallback, verifyCallback, completedCallback, duration, easingMethod, root) {
+
+ var start = time();
+ var lastFrame = start;
+ var percent = 0;
+ var dropCounter = 0;
+ var id = counter++;
+
+ if (!root) {
+ root = document.body;
+ }
+
+ // Compacting running db automatically every few new animations
+ if (id % 20 === 0) {
+ var newRunning = {};
+ for (var usedId in running) {
+ newRunning[usedId] = true;
+ }
+ running = newRunning;
+ }
+
+ // This is the internal step method which is called every few milliseconds
+ var step = function(virtual) {
+
+ // Normalize virtual value
+ var render = virtual !== true;
+
+ // Get current time
+ var now = time();
+
+ // Verification is executed before next animation step
+ if (!running[id] || (verifyCallback && !verifyCallback(id))) {
+
+ running[id] = null;
+ completedCallback && completedCallback(desiredFrames - (dropCounter / ((now - start) / millisecondsPerSecond)), id, false);
+ return;
+
+ }
+
+ // For the current rendering to apply let's update omitted steps in memory.
+ // This is important to bring internal state variables up-to-date with progress in time.
+ if (render) {
+
+ var droppedFrames = Math.round((now - lastFrame) / (millisecondsPerSecond / desiredFrames)) - 1;
+ for (var j = 0; j < Math.min(droppedFrames, 4); j++) {
+ step(true);
+ dropCounter++;
+ }
+
+ }
+
+ // Compute percent value
+ if (duration) {
+ percent = (now - start) / duration;
+ if (percent > 1) {
+ percent = 1;
+ }
+ }
+
+ // Execute step callback, then...
+ var value = easingMethod ? easingMethod(percent) : percent;
+ if ((stepCallback(value, now, render) === false || percent === 1) && render) {
+ running[id] = null;
+ completedCallback && completedCallback(desiredFrames - (dropCounter / ((now - start) / millisecondsPerSecond)), id, percent === 1 || duration == null);
+ } else if (render) {
+ lastFrame = now;
+ core.effect.Animate.requestAnimationFrame(step, root);
+ }
+ };
+
+ // Mark as running
+ running[id] = true;
+
+ // Init first step
+ core.effect.Animate.requestAnimationFrame(step, root);
+
+ // Return unique animation ID
+ return id;
+ }
+ };
+})(this);
+
+/*
+ * 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(ionic) {
+ var NOOP = function(){};
+
+ // 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);
+ };
+
+
+
+ /**
+ * A pure logic 'component' for 'virtual' scrolling/zooming.
+ */
+ ionic.views.Scroller = ionic.views.View.inherit({
+ initialize: 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,
+
+ /** This configures the amount of change applied to deceleration when reaching boundaries **/
+ penetrationDeceleration : 0.03,
+
+ /** This configures the amount of change applied to acceleration when reaching boundaries **/
+ penetrationAcceleration : 0.08
+
+ };
+
+ for (var key in options) {
+ this.options[key] = options[key];
+ }
+
+ },
+
+
+
+ /*
+ ---------------------------------------------------------------------------
+ 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;
+
+ },
+
+
+ /**
+ * Starts pull-to-refresh manually.
+ */
+ triggerPullToRefresh: function() {
+ // 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
+ this.__publish(this.__scrollLeft, -this.__refreshHeight, this.__zoomLevel, true);
+
+ if (this.__refreshStart) {
+ this.__refreshStart();
+ }
+ },
+
+
+ /**
+ * 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 null
+ * @param top {Number?null} Vertical scroll position, keeps current if value is null
+ * @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 = self.options.penetrationDeceleration;
+ var penetrationAcceleration = self.options.penetrationAcceleration;
+
+ // 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;
+ }
+ }
+ }
+ }
+});
+
})(ionic);
;
(function(ionic) {
diff --git a/js/ext/angular/test/zyng.html b/js/ext/angular/test/zyng.html
new file mode 100644
index 0000000000..b25b7cb624
--- /dev/null
+++ b/js/ext/angular/test/zyng.html
@@ -0,0 +1,141 @@
+
+
null
+ * @param top {Number?null} Vertical scroll position, keeps current if value is null
+ * @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 = self.options.penetrationDeceleration;
+ var penetrationAcceleration = self.options.penetrationAcceleration;
+
+ // 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;
+ }
+ }
+ }
+ }
+});
+
+})(ionic);