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

@ -40,10 +40,7 @@ class Avatar extends St.Bin {
GObject.BindingFlags.SYNC_CREATE);
// Monitor the scaling factor to make sure we recreate the avatar when needed.
this._scaleFactorChangeId =
themeContext.connect('notify::scale-factor', this.update.bind(this));
this.connect('destroy', this._onDestroy.bind(this));
themeContext.connectObject('notify::scale-factor', this.update.bind(this), this);
}
vfunc_style_changed() {
@ -63,14 +60,6 @@ class Avatar extends St.Bin {
this.update();
}
_onDestroy() {
if (this._scaleFactorChangeId) {
let themeContext = St.ThemeContext.get_for_stage(global.stage);
themeContext.disconnect(this._scaleFactorChangeId);
delete this._scaleFactorChangeId;
}
}
setSensitive(sensitive) {
this.reactive = sensitive;
}
@ -125,28 +114,10 @@ class UserWidgetLabel extends St.Widget {
this._currentLabel = null;
this._userLoadedId = this._user.connect('notify::is-loaded', this._updateUser.bind(this));
this._userChangedId = this._user.connect('changed', this._updateUser.bind(this));
this._user.connectObject(
'notify::is-loaded', this._updateUser.bind(this),
'changed', this._updateUser.bind(this), this);
this._updateUser();
// We can't override the destroy vfunc because that might be called during
// object finalization, and we can't call any JS inside a GC finalize callback,
// so we use a signal, that will be disconnected by GObject the first time
// the actor is destroyed (which is guaranteed to be as part of a normal
// destroy() call from JS, possibly from some ancestor)
this.connect('destroy', this._onDestroy.bind(this));
}
_onDestroy() {
if (this._userLoadedId != 0) {
this._user.disconnect(this._userLoadedId);
this._userLoadedId = 0;
}
if (this._userChangedId != 0) {
this._user.disconnect(this._userChangedId);
this._userChangedId = 0;
}
}
vfunc_allocate(box) {
@ -207,8 +178,6 @@ class UserWidget extends St.BoxLayout {
xAlign,
});
this.connect('destroy', this._onDestroy.bind(this));
this._avatar = new Avatar(user);
this._avatar.x_align = Clutter.ActorAlign.CENTER;
this.add_child(this._avatar);
@ -222,8 +191,9 @@ class UserWidget extends St.BoxLayout {
this._label.bind_property('label-actor', this, 'label-actor',
GObject.BindingFlags.SYNC_CREATE);
this._userLoadedId = this._user.connect('notify::is-loaded', this._updateUser.bind(this));
this._userChangedId = this._user.connect('changed', this._updateUser.bind(this));
this._user.connectObject(
'notify::is-loaded', this._updateUser.bind(this),
'changed', this._updateUser.bind(this), this);
} else {
this._label = new St.Label({
style_class: 'user-widget-label',
@ -236,18 +206,6 @@ class UserWidget extends St.BoxLayout {
this._updateUser();
}
_onDestroy() {
if (this._userLoadedId != 0) {
this._user.disconnect(this._userLoadedId);
this._userLoadedId = 0;
}
if (this._userChangedId != 0) {
this._user.disconnect(this._userChangedId);
this._userChangedId = 0;
}
}
_updateUser() {
this._avatar.update();
}