(function($) {
	// progress/loaded bar
	$.extend(MediaElementPlayer.prototype, {
		buildprogress: function(player, controls, layers, media) {

			$('<div class="mejs-time-rail">'+
				'<span class="mejs-time-total">'+
					'<span class="mejs-time-buffering"></span>'+
					'<span class="mejs-time-loaded"></span>'+
					'<span class="mejs-time-current"></span>'+
					'<span class="mejs-time-handle"></span>'+
					'<span class="mejs-time-float">' + 
						'<span class="mejs-time-float-current">00:00</span>' + 
						'<span class="mejs-time-float-corner"></span>' + 
					'</span>'+
				'</span>'+
			'</div>')
				.appendTo(controls);
				controls.find('.mejs-time-buffering').hide();

			var 
				t = this,
				total = controls.find('.mejs-time-total'),
				loaded  = controls.find('.mejs-time-loaded'),
				current  = controls.find('.mejs-time-current'),
				handle  = controls.find('.mejs-time-handle'),
				timefloat  = controls.find('.mejs-time-float'),
				timefloatcurrent  = controls.find('.mejs-time-float-current'),
				handleMouseMove = function (e) {
					// mouse or touch position relative to the object
					if (e.originalEvent.changedTouches) {
						var x = e.originalEvent.changedTouches[0].pageX;
					}else{
						var x = e.pageX;
					}
					
					var offset = total.offset(),
						width = total.outerWidth(true),
						percentage = 0,
						newTime = 0,
						pos = 0;


					if (media.duration) {
						if (x < offset.left) {
							x = offset.left;
						} else if (x > width + offset.left) {
							x = width + offset.left;
						}
						
						pos = x - offset.left;
						percentage = (pos / width);
						newTime = (percentage <= 0.02) ? 0 : percentage * media.duration;

						// seek to where the mouse is
						if (mouseIsDown && newTime !== media.currentTime) {
							media.setCurrentTime(newTime);
						}

						// position floating time box
						if (!mejs.MediaFeatures.hasTouch) {
								timefloat.css('left', pos);
								timefloatcurrent.html( mejs.Utility.secondsToTimeCode(newTime) );
								timefloat.show();
						}
					}
				},
				mouseIsDown = false,
				mouseIsOver = false;

			// handle clicks
			//controls.find('.mejs-time-rail').delegate('span', 'click', handleMouseMove);
			total
				.bind('mousedown touchstart', function (e) {
					// only handle left clicks or touch
					if (e.which === 1 || e.which === 0) {
						mouseIsDown = true;
						handleMouseMove(e);
						t.globalBind('mousemove.dur touchmove.dur', function(e) {
							handleMouseMove(e);
						});
						t.globalBind('mouseup.dur touchend.dur', function (e) {
							mouseIsDown = false;
							timefloat.hide();
							t.globalUnbind('.dur');
						});
						return false;
					}
				})
				.bind('mouseenter', function(e) {
					mouseIsOver = true;
					t.globalBind('mousemove.dur', function(e) {
						handleMouseMove(e);
					});
					if (!mejs.MediaFeatures.hasTouch) {
						timefloat.show();
					}
				})
				.bind('mouseleave',function(e) {
					mouseIsOver = false;
					if (!mouseIsDown) {
						t.globalUnbind('.dur');
						timefloat.hide();
					}
				});

			// loading
			media.addEventListener('progress', function (e) {
				player.setProgressRail(e);
				player.setCurrentRail(e);
			}, false);

			// current time
			media.addEventListener('timeupdate', function(e) {
				player.setProgressRail(e);
				player.setCurrentRail(e);
			}, false);
			
			
			// store for later use
			t.loaded = loaded;
			t.total = total;
			t.current = current;
			t.handle = handle;
		},
		setProgressRail: function(e) {

			var
				t = this,
				target = (e != undefined) ? e.target : t.media,
				percent = null;			

			// newest HTML5 spec has buffered array (FF4, Webkit)
			if (target && target.buffered && target.buffered.length > 0 && target.buffered.end && target.duration) {
				// TODO: account for a real array with multiple values (only Firefox 4 has this so far) 
				percent = target.buffered.end(0) / target.duration;
			} 
			// Some browsers (e.g., FF3.6 and Safari 5) cannot calculate target.bufferered.end()
			// to be anything other than 0. If the byte count is available we use this instead.
			// Browsers that support the else if do not seem to have the bufferedBytes value and
			// should skip to there. Tested in Safari 5, Webkit head, FF3.6, Chrome 6, IE 7/8.
			else if (target && target.bytesTotal != undefined && target.bytesTotal > 0 && target.bufferedBytes != undefined) {
				percent = target.bufferedBytes / target.bytesTotal;
			}
			// Firefox 3 with an Ogg file seems to go this way
			else if (e && e.lengthComputable && e.total != 0) {
				percent = e.loaded/e.total;
			}

			// finally update the progress bar
			if (percent !== null) {
				percent = Math.min(1, Math.max(0, percent));
				// update loaded bar
				if (t.loaded && t.total) {
					t.loaded.width(t.total.width() * percent);
				}
			}
		},
		setCurrentRail: function() {

			var t = this;
		
			if (t.media.currentTime != undefined && t.media.duration) {

				// update bar and handle
				if (t.total && t.handle) {
					var 
						newWidth = Math.round(t.total.width() * t.media.currentTime / t.media.duration),
						handlePos = newWidth - Math.round(t.handle.outerWidth(true) / 2);

					t.current.width(newWidth);
					t.handle.css('left', handlePos);
				}
			}

		}	
	});
})(mejs.$);
