cleanup: Fix spelling errors
https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/515
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51655be6a3
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@ -652,7 +652,7 @@ var LoginDialog = GObject.registerClass({
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bannerAllocation.x2 = Math.floor(centerX - centerGap / 2);
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bannerAllocation.x2 = Math.floor(centerX - centerGap / 2);
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bannerAllocation.x1 = Math.floor(bannerAllocation.x2 - wideBannerWidth);
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bannerAllocation.x1 = Math.floor(bannerAllocation.x2 - wideBannerWidth);
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// figure out how tall it would like to be and try to accomodate
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// figure out how tall it would like to be and try to accommodate
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// but don't let it get too close to the logo
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// but don't let it get too close to the logo
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let [wideMinHeight, wideBannerHeight] = this._bannerView.get_preferred_height(wideBannerWidth);
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let [wideMinHeight, wideBannerHeight] = this._bannerView.get_preferred_height(wideBannerWidth);
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@ -414,7 +414,7 @@ var AllView = class AllView extends BaseAppView {
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this._refilterApps();
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this._refilterApps();
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}
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}
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// Overriden from BaseAppView
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// Overridden from BaseAppView
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animate(animationDirection, onComplete) {
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animate(animationDirection, onComplete) {
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this._scrollView.reactive = false;
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this._scrollView.reactive = false;
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let completionFunc = () => {
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let completionFunc = () => {
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@ -1017,7 +1017,7 @@ var FolderView = class FolderView extends BaseAppView {
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Util.ensureActorVisibleInScrollView(this.actor, actor);
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Util.ensureActorVisibleInScrollView(this.actor, actor);
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}
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}
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// Overriden from BaseAppView
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// Overridden from BaseAppView
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animate(animationDirection) {
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animate(animationDirection) {
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this._grid.animatePulse(animationDirection);
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this._grid.animatePulse(animationDirection);
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}
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}
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@ -1081,7 +1081,7 @@ var FolderView = class FolderView extends BaseAppView {
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let contentBox = this.actor.get_theme_node().get_content_box(pageBox);
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let contentBox = this.actor.get_theme_node().get_content_box(pageBox);
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// We only can show icons inside the collection view boxPointer
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// We only can show icons inside the collection view boxPointer
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// so we have to substract the required padding etc of the boxpointer
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// so we have to subtract the required padding etc of the boxpointer
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return [(contentBox.x2 - contentBox.x1) - 2 * this._offsetForEachSide, (contentBox.y2 - contentBox.y1) - 2 * this._offsetForEachSide];
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return [(contentBox.x2 - contentBox.x1) - 2 * this._offsetForEachSide, (contentBox.y2 - contentBox.y1) - 2 * this._offsetForEachSide];
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}
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}
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@ -401,7 +401,7 @@ var ChatSource = class extends MessageTray.Source {
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if (this._client.is_handling_channel(this._channel)) {
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if (this._client.is_handling_channel(this._channel)) {
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// We are handling the channel, try to pass it to Empathy or Polari
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// We are handling the channel, try to pass it to Empathy or Polari
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// (depending on the channel type)
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// (depending on the channel type)
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// We don't check if either app is availble - mission control will
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// We don't check if either app is available - mission control will
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// fallback to something else if activation fails
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// fallback to something else if activation fails
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let target;
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let target;
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@ -899,7 +899,7 @@ var Dash = class Dash {
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favPos++;
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favPos++;
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}
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}
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// No drag placeholder means we don't wan't to favorite the app
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// No drag placeholder means we don't want to favorite the app
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// and we are dragging it to its original position
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// and we are dragging it to its original position
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if (!this._dragPlaceholder)
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if (!this._dragPlaceholder)
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return true;
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return true;
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@ -840,7 +840,7 @@ var PaginatedIconGrid = GObject.registerClass({
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}
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}
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}
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}
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// Overriden from IconGrid
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// Overridden from IconGrid
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_getChildrenToAnimate() {
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_getChildrenToAnimate() {
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let children = this._getVisibleChildren();
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let children = this._getVisibleChildren();
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let firstIndex = this._childrenPerPage * this.currentPage;
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let firstIndex = this._childrenPerPage * this.currentPage;
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@ -1272,7 +1272,7 @@ var ZoomRegion = class ZoomRegion {
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/**
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/**
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* getContrast:
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* getContrast:
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* Retreive the contrast of the magnified view.
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* Retrieve the contrast of the magnified view.
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* @return Object containing the contrast for the red, green,
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* @return Object containing the contrast for the red, green,
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* and blue channels.
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* and blue channels.
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*/
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*/
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@ -636,7 +636,7 @@ function _queueBeforeRedraw(workId) {
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* initialization as well, under the assumption that new actors
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* initialization as well, under the assumption that new actors
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* will need it.
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* will need it.
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*
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*
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* Returns: A string work identifer
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* Returns: A string work identifier
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*/
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*/
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function initializeDeferredWork(actor, callback, props) {
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function initializeDeferredWork(actor, callback, props) {
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// Turn into a string so we can use as an object property
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// Turn into a string so we can use as an object property
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@ -224,10 +224,10 @@ var ModalDialog = class {
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// can be dismissed by a close call.
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// can be dismissed by a close call.
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//
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//
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// The main point of this method is to give some indication to the user
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// The main point of this method is to give some indication to the user
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// that the dialog reponse has been acknowledged but will take a few
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// that the dialog response has been acknowledged but will take a few
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// moments before being processed.
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// moments before being processed.
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// e.g., if a user clicked "Log Out" then the dialog should go away
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// e.g., if a user clicked "Log Out" then the dialog should go away
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// imediately, but the lightbox should remain until the logout is
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// immediately, but the lightbox should remain until the logout is
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// complete.
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// complete.
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_fadeOutDialog(timestamp) {
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_fadeOutDialog(timestamp) {
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if (this.state == State.CLOSED || this.state == State.CLOSING)
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if (this.state == State.CLOSED || this.state == State.CLOSING)
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@ -235,14 +235,14 @@ var NMConnectionSection = class NMConnectionSection {
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if (!this._connectionValid(connection))
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if (!this._connectionValid(connection))
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return;
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return;
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// This function is called everytime connection is added or updated
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// This function is called every time the connection is added or updated.
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// In the usual case, we already added this connection and UUID
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// In the usual case, we already added this connection and UUID
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// didn't change. So we need to check if we already have an item,
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// didn't change. So we need to check if we already have an item,
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// and update it for properties in the connection that changed
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// and update it for properties in the connection that changed
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// (the only one we care about is the name)
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// (the only one we care about is the name)
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// But it's also possible we didn't know about this connection
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// But it's also possible we didn't know about this connection
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// (eg, during coldplug, or because it was updated and suddenly
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// (eg, during coldplug, or because it was updated and suddenly
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// it's valid for this device), in which case we add a new item
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// it's valid for this device), in which case we add a new item.
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let item = this._connectionItems.get(connection.get_uuid());
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let item = this._connectionItems.get(connection.get_uuid());
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if (item)
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if (item)
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@ -152,7 +152,7 @@ function registerSpecialPropertySplitter(name, splitFunction, parameters) {
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// Tweener to a Clutter.TimeLine. Now, Clutter.Timeline itself isn't a
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// Tweener to a Clutter.TimeLine. Now, Clutter.Timeline itself isn't a
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// whole lot more sophisticated than a simple timeout at a fixed frame
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// whole lot more sophisticated than a simple timeout at a fixed frame
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// rate, but at least it knows how to drop frames. (See
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// rate, but at least it knows how to drop frames. (See
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// HippoAnimationManager for a more sophisticated view of continous
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// HippoAnimationManager for a more sophisticated view of continuous
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// time updates; even better is to pay attention to the vertical
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// time updates; even better is to pay attention to the vertical
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// vblank and sync to that when possible.)
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// vblank and sync to that when possible.)
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//
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//
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@ -59,7 +59,7 @@ var DisplayChangeDialog = class extends ModalDialog.ModalDialog {
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{ x_fill: true,
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{ x_fill: true,
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y_fill: true });
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y_fill: true });
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/* Translators: this and the following message should be limited in lenght,
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/* Translators: this and the following message should be limited in length,
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to avoid ellipsizing the labels.
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to avoid ellipsizing the labels.
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*/
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*/
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this._cancelButton = this.addButton({ label: _("Revert Settings"),
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this._cancelButton = this.addButton({ label: _("Revert Settings"),
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@ -813,7 +813,7 @@ var LayoutStrategy = class {
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}
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}
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// Computes and returns an individual scaling factor for @window,
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// Computes and returns an individual scaling factor for @window,
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// to be applied in addition to the overal layout scale.
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// to be applied in addition to the overall layout scale.
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_computeWindowScale(window) {
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_computeWindowScale(window) {
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// Since we align windows next to each other, the height of the
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// Since we align windows next to each other, the height of the
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// thumbnails is much more important to preserve than the width of
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// thumbnails is much more important to preserve than the width of
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@ -1266,7 +1266,7 @@ var Workspace = class {
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}
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}
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// We will reposition windows anyway when enter again overview or when ending the windows
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// We will reposition windows anyway when enter again overview or when ending the windows
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// animations whith fade animation.
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// animations with fade animation.
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// In this way we avoid unwanted animations of windows repositioning while
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// In this way we avoid unwanted animations of windows repositioning while
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// animating overview.
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// animating overview.
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if (this.leavingOverview || this._animatingWindowsFade)
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if (this.leavingOverview || this._animatingWindowsFade)
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@ -1886,10 +1886,10 @@ var Workspace = class {
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// Win win -- better scale and better space
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// Win win -- better scale and better space
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return true;
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return true;
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} else if (newLayout.scale > oldLayout.scale && newLayout.space <= oldLayout.space) {
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} else if (newLayout.scale > oldLayout.scale && newLayout.space <= oldLayout.space) {
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// Keep new layout only if scale gain outweights aspect space loss
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// Keep new layout only if scale gain outweighs aspect space loss
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return scalePower > spacePower;
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return scalePower > spacePower;
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} else if (newLayout.scale <= oldLayout.scale && newLayout.space > oldLayout.space) {
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} else if (newLayout.scale <= oldLayout.scale && newLayout.space > oldLayout.space) {
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// Keep new layout only if aspect space gain outweights scale loss
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// Keep new layout only if aspect space gain outweighs scale loss
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return spacePower > scalePower;
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return spacePower > scalePower;
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} else {
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} else {
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// Lose -- worse scale and space
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// Lose -- worse scale and space
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@ -84,7 +84,7 @@ var WorkspacesView = class extends WorkspacesViewBase {
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this._animating = false; // tweening
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this._animating = false; // tweening
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this._scrolling = false; // swipe-scrolling
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this._scrolling = false; // swipe-scrolling
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this._gestureActive = false; // touch(pad) gestures
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this._gestureActive = false; // touch(pad) gestures
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this._animatingScroll = false; // programatically updating the adjustment
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this._animatingScroll = false; // programmatically updating the adjustment
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let activeWorkspaceIndex = workspaceManager.get_active_workspace_index();
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let activeWorkspaceIndex = workspaceManager.get_active_workspace_index();
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this.scrollAdjustment = new St.Adjustment({ value: activeWorkspaceIndex,
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this.scrollAdjustment = new St.Adjustment({ value: activeWorkspaceIndex,
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@ -117,7 +117,7 @@ remove_mnemonics (const GValue *value)
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label = g_value_get_string (value);
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label = g_value_get_string (value);
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g_return_val_if_fail (label != NULL, NULL);
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g_return_val_if_fail (label != NULL, NULL);
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/* Stripped label will have the original label lenght at most */
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/* Stripped label will have the original label length at most */
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stripped_label = temp = g_new (gchar, strlen(label) + 1);
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stripped_label = temp = g_new (gchar, strlen(label) + 1);
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g_assert (stripped_label != NULL);
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g_assert (stripped_label != NULL);
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