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Bug 455779: make sure not to process mousemoves while kinetic scrolling, r=stuart
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@ -111,7 +111,7 @@
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var self = this;
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this._updateTimeout = setTimeout(function () {
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if (!self.dragData.dragging)
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if (!self.dragData.dragging && !self.dragData.kineticId)
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self._browserToCanvas();
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}, 100);
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]]></body>
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@ -880,8 +880,6 @@
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// update canvas position and draw the canvas at the new location
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this._browserToCanvas();
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this._updateCanvasPosition();
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this.dragData.dragging = false;
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]]></body>
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</method>
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@ -944,8 +942,10 @@
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clearTimeout(this.deckbrowser._dragStartTimeout);
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this.deckbrowser._dragStartTimeout = -1;
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// If we're panning, just start kinetic scrolling
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// If we're panning, stop dragging and start kinetic scrolling
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if (this.deckbrowser.dragData.dragging) {
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this.deckbrowser.dragData.dragging = false;
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this.deckbrowser._startKinetic();
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return;
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