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Move CPWindow+CPDraggingAdditions to CPWindow to avoid circular dependency
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@@ -477,35 +477,3 @@ var CPDraggingSource_draggedImage_movedTo_ = 1 << 0,
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}
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@end
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@implementation CPWindow (CPDraggingAdditions)
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/* @ignore */
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- (id)_dragHitTest:(CGPoint)aPoint pasteboard:(CPPasteboard)aPasteboard
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{
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// If none of our views or ourselves has registered for drag events...
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if (!_inclusiveRegisteredDraggedTypes)
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return nil;
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// We don't need to do this because the only place this gets called
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// -_dragHitTest: in CPPlatformWindow does this already. Perhaps to
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// be safe?
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// if (![self containsPoint:aPoint])
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// return nil;
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var adjustedPoint = [self convertPlatformWindowToBase:aPoint],
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hitView = [_windowView hitTest:adjustedPoint];
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while (hitView && ![aPasteboard availableTypeFromArray:[hitView registeredDraggedTypes]])
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hitView = [hitView superview];
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if (hitView)
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return hitView;
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if ([aPasteboard availableTypeFromArray:[self registeredDraggedTypes]])
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return self;
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return nil;
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}
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@end
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@@ -3425,6 +3425,39 @@ var interpolate = function(fromValue, toValue, progress)
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@end
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@implementation CPWindow (CPDraggingAdditions)
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/* @ignore */
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- (id)_dragHitTest:(CGPoint)aPoint pasteboard:(CPPasteboard)aPasteboard
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{
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// If none of our views or ourselves has registered for drag events...
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if (!_inclusiveRegisteredDraggedTypes)
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return nil;
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// We don't need to do this because the only place this gets called
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// -_dragHitTest: in CPPlatformWindow does this already. Perhaps to
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// be safe?
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// if (![self containsPoint:aPoint])
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// return nil;
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var adjustedPoint = [self convertPlatformWindowToBase:aPoint],
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hitView = [_windowView hitTest:adjustedPoint];
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while (hitView && ![aPasteboard availableTypeFromArray:[hitView registeredDraggedTypes]])
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hitView = [hitView superview];
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if (hitView)
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return hitView;
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if ([aPasteboard availableTypeFromArray:[self registeredDraggedTypes]])
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return self;
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return nil;
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}
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@end
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function _CPWindowFullPlatformWindowSessionMake(aWindowView, aContentRect, hasShadow, aLevel)
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{
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return { windowView:aWindowView, contentRect:aContentRect, hasShadow:hasShadow, level:aLevel };
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