Don't separate node bindings into renderer and browser part.
Since we are going to use embeding thread to implement message integration on all platforms, we do not need to separate renderer and browser anymore.
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11 changed files with 64 additions and 123 deletions
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@ -23,7 +23,7 @@ v8::Handle<v8::Context> GetNodeContext() {
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} // namespace
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AtomRendererClient::AtomRendererClient()
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: node_bindings_(NodeBindings::CreateInRenderer()) {
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: node_bindings_(NodeBindings::Create(false)) {
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}
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AtomRendererClient::~AtomRendererClient() {
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@ -1,27 +0,0 @@
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// Copyright (c) 2013 GitHub, Inc. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#include "renderer/node_bindings_renderer_win.h"
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namespace atom {
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NodeBindingsRendererWin::NodeBindingsRendererWin()
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: NodeBindings(false) {
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}
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NodeBindingsRendererWin::~NodeBindingsRendererWin() {
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}
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void NodeBindingsRendererWin::PrepareMessageLoop() {
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}
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void NodeBindingsRendererWin::RunMessageLoop() {
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}
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// static
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NodeBindings* NodeBindings::CreateInRenderer() {
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return new NodeBindingsRendererWin();
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}
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} // namespace atom
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@ -1,27 +0,0 @@
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// Copyright (c) 2013 GitHub, Inc. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef ATOM_RENDERER_NODE_BINDINGS_RENDERER_WIN_H_
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#define ATOM_RENDERER_NODE_BINDINGS_RENDERER_WIN_H_
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#include "base/compiler_specific.h"
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#include "common/node_bindings.h"
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namespace atom {
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class NodeBindingsRendererWin : public NodeBindings {
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public:
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NodeBindingsRendererWin();
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virtual ~NodeBindingsRendererWin();
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virtual void PrepareMessageLoop() OVERRIDE;
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virtual void RunMessageLoop() OVERRIDE;
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private:
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DISALLOW_COPY_AND_ASSIGN(NodeBindingsRendererWin);
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};
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} // namespace atom
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#endif // ATOM_RENDERER_NODE_BINDINGS_RENDERER_WIN_H_
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