update components
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42 changed files with 1514 additions and 361 deletions
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@ -12,104 +12,148 @@ subject to an additional IP rights grant found at http://polymer.github.io/PATEN
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<script>
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Polymer.IronOverlayManager = {
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_overlays: [],
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// iframes have a default z-index of 100, so this default should be at least
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// that.
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_minimumZ: 101,
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_backdrops: [],
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_applyOverlayZ: function(overlay, aboveZ) {
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this._setZ(overlay, aboveZ + 2);
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},
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_setZ: function(element, z) {
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element.style.zIndex = z;
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},
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// track overlays for z-index and focus managemant
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addOverlay: function(overlay) {
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var minimumZ = Math.max(this.currentOverlayZ(), this._minimumZ);
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this._overlays.push(overlay);
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var newZ = this.currentOverlayZ();
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if (newZ <= minimumZ) {
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this._applyOverlayZ(overlay, minimumZ);
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}
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},
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removeOverlay: function(overlay) {
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var i = this._overlays.indexOf(overlay);
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if (i >= 0) {
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this._overlays.splice(i, 1);
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this._setZ(overlay, '');
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}
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},
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currentOverlay: function() {
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var i = this._overlays.length - 1;
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while (this._overlays[i] && !this._overlays[i].opened) {
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--i;
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}
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return this._overlays[i];
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},
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currentOverlayZ: function() {
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var z = this._minimumZ;
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var current = this.currentOverlay();
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if (current) {
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var z1 = window.getComputedStyle(current).zIndex;
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if (!isNaN(z1)) {
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z = Number(z1);
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}
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}
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return z;
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},
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/**
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* @struct
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* @constructor
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*/
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Polymer.IronOverlayManagerClass = function() {
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this._overlays = [];
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/**
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* Ensures that the minimum z-index of new overlays is at least `minimumZ`.
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* This does not effect the z-index of any existing overlays.
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*
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* @param {number} minimumZ
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* iframes have a default z-index of 100, so this default should be at least
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* that.
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* @private {number}
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*/
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ensureMinimumZ: function(minimumZ) {
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this._minimumZ = Math.max(this._minimumZ, minimumZ);
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},
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this._minimumZ = 101;
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focusOverlay: function() {
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var current = this.currentOverlay();
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// We have to be careful to focus the next overlay _after_ any current
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// transitions are complete (due to the state being toggled prior to the
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// transition). Otherwise, we risk infinite recursion when a transitioning
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// (closed) overlay becomes the current overlay.
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//
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// NOTE: We make the assumption that any overlay that completes a transition
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// will call into focusOverlay to kick the process back off. Currently:
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// transitionend -> _applyFocus -> focusOverlay.
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if (current && !current.transitioning) {
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current._applyFocus();
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}
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},
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trackBackdrop: function(element) {
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// backdrops contains the overlays with a backdrop that are currently
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// visible
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if (element.opened) {
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this._backdrops.push(element);
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} else {
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var index = this._backdrops.indexOf(element);
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if (index >= 0) {
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this._backdrops.splice(index, 1);
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}
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}
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},
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getBackdrops: function() {
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return this._backdrops;
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}
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this._backdrops = [];
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}
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Polymer.IronOverlayManagerClass.prototype._applyOverlayZ = function(overlay, aboveZ) {
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this._setZ(overlay, aboveZ + 2);
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};
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Polymer.IronOverlayManagerClass.prototype._setZ = function(element, z) {
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element.style.zIndex = z;
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};
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/**
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* track overlays for z-index and focus managemant
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*/
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Polymer.IronOverlayManagerClass.prototype.addOverlay = function(overlay) {
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var minimumZ = Math.max(this.currentOverlayZ(), this._minimumZ);
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this._overlays.push(overlay);
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var newZ = this.currentOverlayZ();
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if (newZ <= minimumZ) {
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this._applyOverlayZ(overlay, minimumZ);
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}
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};
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Polymer.IronOverlayManagerClass.prototype.removeOverlay = function(overlay) {
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var i = this._overlays.indexOf(overlay);
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if (i >= 0) {
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this._overlays.splice(i, 1);
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this._setZ(overlay, '');
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}
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};
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Polymer.IronOverlayManagerClass.prototype.currentOverlay = function() {
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var i = this._overlays.length - 1;
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while (this._overlays[i] && !this._overlays[i].opened) {
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--i;
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}
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return this._overlays[i];
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};
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Polymer.IronOverlayManagerClass.prototype.currentOverlayZ = function() {
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return this._getOverlayZ(this.currentOverlay());
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};
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/**
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* Ensures that the minimum z-index of new overlays is at least `minimumZ`.
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* This does not effect the z-index of any existing overlays.
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*
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* @param {number} minimumZ
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*/
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Polymer.IronOverlayManagerClass.prototype.ensureMinimumZ = function(minimumZ) {
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this._minimumZ = Math.max(this._minimumZ, minimumZ);
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};
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Polymer.IronOverlayManagerClass.prototype.focusOverlay = function() {
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var current = this.currentOverlay();
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// We have to be careful to focus the next overlay _after_ any current
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// transitions are complete (due to the state being toggled prior to the
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// transition). Otherwise, we risk infinite recursion when a transitioning
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// (closed) overlay becomes the current overlay.
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//
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// NOTE: We make the assumption that any overlay that completes a transition
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// will call into focusOverlay to kick the process back off. Currently:
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// transitionend -> _applyFocus -> focusOverlay.
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if (current && !current.transitioning) {
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current._applyFocus();
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}
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};
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Polymer.IronOverlayManagerClass.prototype.trackBackdrop = function(element) {
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// backdrops contains the overlays with a backdrop that are currently
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// visible
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var index = this._backdrops.indexOf(element);
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if (element.opened && element.withBackdrop) {
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// no duplicates
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if (index === -1) {
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this._backdrops.push(element);
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}
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} else if (index >= 0) {
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this._backdrops.splice(index, 1);
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}
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};
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Object.defineProperty(Polymer.IronOverlayManagerClass.prototype, "backdropElement", {
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get: function() {
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if (!this._backdropElement) {
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this._backdropElement = document.createElement('iron-overlay-backdrop');
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}
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return this._backdropElement;
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}
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});
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Polymer.IronOverlayManagerClass.prototype.getBackdrops = function() {
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return this._backdrops;
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};
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/**
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* Returns the z-index for the backdrop.
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*/
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Polymer.IronOverlayManagerClass.prototype.backdropZ = function() {
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return this._getOverlayZ(this._overlayWithBackdrop()) - 1;
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};
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/**
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* Returns the first opened overlay that has a backdrop.
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*/
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Polymer.IronOverlayManagerClass.prototype._overlayWithBackdrop = function() {
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for (var i = 0; i < this._overlays.length; i++) {
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if (this._overlays[i].opened && this._overlays[i].withBackdrop) {
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return this._overlays[i];
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}
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}
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};
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/**
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* Calculates the minimum z-index for the overlay.
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*/
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Polymer.IronOverlayManagerClass.prototype._getOverlayZ = function(overlay) {
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var z = this._minimumZ;
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if (overlay) {
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var z1 = Number(window.getComputedStyle(overlay).zIndex);
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// Check if is a number
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// Number.isNaN not supported in IE 10+
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if (z1 === z1) {
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z = z1;
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}
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}
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return z;
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};
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Polymer.IronOverlayManager = new Polymer.IronOverlayManagerClass();
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</script>
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