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>
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Marge Bot

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@ -269,13 +269,12 @@ class EndSessionDialog extends ModalDialog.ModalDialog {
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this._rebootButton = null;
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this._rebootButtonAlt = null;
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this.connect('destroy',
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this._onDestroy.bind(this));
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this.connect('opened',
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this._onOpened.bind(this));
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this._userLoadedId = this._user.connect('notify::is-loaded', this._sync.bind(this));
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this._userChangedId = this._user.connect('changed', this._sync.bind(this));
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this._user.connectObject(
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'notify::is-loaded', this._sync.bind(this),
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'changed', this._sync.bind(this), this);
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this._messageDialogContent = new Dialog.MessageDialogContent();
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@ -330,11 +329,6 @@ class EndSessionDialog extends ModalDialog.ModalDialog {
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}
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}
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_onDestroy() {
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this._user.disconnect(this._userLoadedId);
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this._user.disconnect(this._userChangedId);
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}
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_isDischargingBattery() {
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return this._powerProxy.IsPresent &&
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this._powerProxy.State !== UPower.DeviceState.CHARGING &&
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