jshint fixes and cleanup for uglifyjs2
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@ -1,3 +1,4 @@
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L.extend(L.DomEvent, {
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_touchstart: L.Browser.msTouch ? 'MSPointerDown' : 'touchstart',
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@ -33,7 +34,9 @@ L.extend(L.DomEvent, {
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doubleTap = (delta > 0 && delta <= delay);
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last = now;
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}
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function onTouchEnd(e) {
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/*jshint forin:false */
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if (L.Browser.msTouch) {
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var idx = trackedTouches.indexOf(e.pointerId);
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if (idx === -1) {
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@ -47,14 +50,13 @@ L.extend(L.DomEvent, {
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//Work around .type being readonly with MSPointer* events
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var newTouch = { },
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prop;
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for (var i in touch) {
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if (true) { //Make JSHint happy, we want to copy all properties
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prop = touch[i];
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if (typeof prop === 'function') {
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newTouch[i] = prop.bind(touch);
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} else {
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newTouch[i] = prop;
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}
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prop = touch[i];
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if (typeof prop === 'function') {
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newTouch[i] = prop.bind(touch);
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} else {
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newTouch[i] = prop;
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}
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}
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touch = newTouch;
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@ -165,9 +165,8 @@ L.DomEvent = {
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return (related !== el);
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},
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/*jshint noarg:false */
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_getEvent: function () { // evil magic for IE
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/*jshint noarg:false */
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var e = window.event;
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if (!e) {
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var caller = arguments.callee.caller;
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@ -181,7 +180,6 @@ L.DomEvent = {
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}
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return e;
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}
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/*jshint noarg:false */
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};
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L.DomEvent.on = L.DomEvent.addListener;
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@ -3,6 +3,8 @@
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* and polylines (clipping, simplification, distances, etc.)
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*/
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/*jshint bitwise:false */ // allow bitwise oprations for this file
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L.LineUtil = {
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// Simplify polyline with vertex reduction and Douglas-Peucker simplification.
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@ -94,16 +96,11 @@ L.LineUtil = {
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return reducedPoints;
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},
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/*jshint bitwise:false */ // temporarily allow bitwise oprations
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// Cohen-Sutherland line clipping algorithm.
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// Used to avoid rendering parts of a polyline that are not currently visible.
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clipSegment: function (a, b, bounds, useLastCode) {
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var min = bounds.min,
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max = bounds.max,
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codeA = useLastCode ? this._lastCode : this._getBitCode(a, bounds),
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var codeA = useLastCode ? this._lastCode : this._getBitCode(a, bounds),
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codeB = this._getBitCode(b, bounds),
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codeOut, p, newCode;
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@ -169,8 +166,6 @@ L.LineUtil = {
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return code;
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},
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/*jshint bitwise:true */
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// square distance (to avoid unnecessary Math.sqrt calls)
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_sqDist: function (p1, p2) {
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var dx = p2.x - p1.x,
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@ -11,9 +11,7 @@ L.PolyUtil = {};
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* Used to avoid rendering parts of a polygon that are not currently visible.
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*/
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L.PolyUtil.clipPolygon = function (points, bounds) {
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var min = bounds.min,
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max = bounds.max,
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clippedPoints,
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var clippedPoints,
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edges = [1, 4, 2, 8],
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i, j, k,
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a, b,
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@ -55,5 +53,3 @@ L.PolyUtil.clipPolygon = function (points, bounds) {
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return points;
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};
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/*jshint bitwise:true */
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@ -244,7 +244,7 @@ L.TileLayer = L.Class.extend({
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this._initContainer();
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},
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_update: function (e) {
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_update: function () {
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if (!this._map) { return; }
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@ -465,9 +465,8 @@ L.TileLayer = L.Class.extend({
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return this._createTile();
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},
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_resetTile: function (tile) {
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// Override if data stored on a tile needs to be cleaned up before reuse
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},
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// Override if data stored on a tile needs to be cleaned up before reuse
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_resetTile: function (/*tile*/) {},
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_createTile: function () {
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var tile = this._tileImg.cloneNode(false);
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@ -490,7 +489,7 @@ L.TileLayer = L.Class.extend({
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}
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},
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_tileOnLoad: function (e) {
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_tileOnLoad: function () {
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var layer = this._layer;
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//Only if we are loading an actual image
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@ -506,7 +505,7 @@ L.TileLayer = L.Class.extend({
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layer._tileLoaded();
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},
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_tileOnError: function (e) {
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_tileOnError: function () {
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var layer = this._layer;
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layer.fire('tileerror', {
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@ -25,7 +25,7 @@ L.Polygon = L.Polyline.extend({
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if (!this._holes) { return; }
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var i, j, len, len2, hole;
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var i, j, len, len2;
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for (i = 0, len = this._holes.length; i < len; i++) {
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this._holePoints[i] = [];
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@ -41,7 +41,7 @@ L.Polyline = L.Path.extend({
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return this.redraw();
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},
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spliceLatLngs: function (index, howMany) {
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spliceLatLngs: function () { // (Number index, Number howMany)
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var removed = [].splice.apply(this._latlngs, arguments);
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this._convertLatLngs(this._latlngs);
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this.redraw();
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@ -93,8 +93,7 @@ L.Map.Drag = L.Handler.extend({
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_onPreDrag: function () {
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// TODO refactor to be able to adjust map pane position after zoom
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var map = this._map,
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worldWidth = this._worldWidth,
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var worldWidth = this._worldWidth,
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halfWidth = Math.round(worldWidth / 2),
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dx = this._initialWorldOffset,
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x = this._draggable._newPos.x,
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