cleanup: Use consistent brace style of blocks

Our coding style has always been to either put braces around all
blocks, or avoid them for all. Fix the couple of places that slipped
through.

https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/731
This commit is contained in:
Florian Müllner 2019-08-20 02:51:42 +02:00
parent 111f87a1b2
commit 471165ca9b
4 changed files with 13 additions and 10 deletions

View File

@ -285,8 +285,9 @@ var Application = GObject.registerClass({
log(`Failed to connect to shell proxy: ${e}`);
this._mainStack.add_named(new NoShellPlaceholder(), 'noshell');
this._mainStack.visible_child_name = 'noshell';
} else
} else {
throw e;
}
return;
}

View File

@ -1075,16 +1075,17 @@ var LayoutManager = GObject.registerClass({
side = Meta.Side.RIGHT;
else
continue;
} else if (x1 <= monitor.x)
} else if (x1 <= monitor.x) {
side = Meta.Side.LEFT;
else if (y1 <= monitor.y)
} else if (y1 <= monitor.y) {
side = Meta.Side.TOP;
else if (x2 >= monitor.x + monitor.width)
} else if (x2 >= monitor.x + monitor.width) {
side = Meta.Side.RIGHT;
else if (y2 >= monitor.y + monitor.height)
} else if (y2 >= monitor.y + monitor.height) {
side = Meta.Side.BOTTOM;
else
} else {
continue;
}
let strutRect = new Meta.Rectangle({ x: x1, y: y1, width: x2 - x1, height: y2 - y1 });
let strut = new Meta.Strut({ rect: strutRect, side: side });

View File

@ -718,10 +718,11 @@ var PopupMenuBase = class {
this.disconnect(openStateChangeId);
menuItem.disconnect(destroyId);
});
} else if (menuItem instanceof PopupBaseMenuItem)
} else if (menuItem instanceof PopupBaseMenuItem) {
this._connectItemSignals(menuItem);
else
} else {
throw TypeError("Invalid argument to PopupMenuBase.addMenuItem()");
}
menuItem._setParent(this);

View File

@ -630,9 +630,9 @@ var AppSwitchAction = GObject.registerClass({
let nPoints = this.get_n_current_points();
let event = this.get_last_event (nPoints - 1);
if (nPoints == 3)
if (nPoints == 3) {
this._longPressStartTime = event.get_time();
else if (nPoints == 4) {
} else if (nPoints == 4) {
// Check whether the 4th finger press happens after a 3-finger long press,
// this only needs to be checked on the first 4th finger press
if (this._longPressStartTime != null &&