js: Use (dis)connectObject()

Start using the new methods to simplify signal cleanup. For now,
focus on replacing existing cleanups; in most cases this means
signals connected in the constructor and disconnected on destroy,
but also other cases with a similarly defined lifetime (say: from
show to hide).

This doesn't change signal connections that only exist for a short
time (say: once), handlers that are connected on-demand (say: the
first time a particular method is called), or connections that
aren't tracked (read: disconnected) at all.

We will eventually replace the latter with connectObject() as
well - especially from actor subclasses - but the changeset is
already big enough as-is :-)

Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/1953>
This commit is contained in:
Florian Müllner
2021-08-16 00:36:59 +02:00
committed by Marge Bot
parent f45ccc9143
commit 26235bbe54
54 changed files with 753 additions and 1674 deletions

View File

@ -55,8 +55,6 @@ var BoxPointer = GObject.registerClass({
else
Meta.enable_unredirect_for_display(global.display);
});
this.connect('destroy', this._onDestroy.bind(this));
}
vfunc_captured_event(event) {
@ -74,13 +72,6 @@ var BoxPointer = GObject.registerClass({
return Clutter.EVENT_PROPAGATE;
}
_onDestroy() {
if (this._sourceActorDestroyId) {
this._sourceActor.disconnect(this._sourceActorDestroyId);
delete this._sourceActorDestroyId;
}
}
get arrowSide() {
return this._arrowSide;
}
@ -439,19 +430,12 @@ var BoxPointer = GObject.registerClass({
setPosition(sourceActor, alignment) {
if (!this._sourceActor || sourceActor != this._sourceActor) {
if (this._sourceActorDestroyId) {
this._sourceActor.disconnect(this._sourceActorDestroyId);
delete this._sourceActorDestroyId;
}
this._sourceActor?.disconnectObject(this);
this._sourceActor = sourceActor;
if (this._sourceActor) {
this._sourceActorDestroyId = this._sourceActor.connect('destroy', () => {
this._sourceActor = null;
delete this._sourceActorDestroyId;
});
}
this._sourceActor?.connectObject('destroy',
() => (this._sourceActor = null), this);
}
this._arrowAlignment = alignment;