Convert all JS style to be uniform, add Eclipse settings bits

Previous style was all over the place; this commit attempts to bring
uniformity.  Overall, the style is:

* 4 spaces only, no tabs
* Prototypes do not create a new block
* Constructor property continuations only indent one block

svn path=/trunk/; revision=87
This commit is contained in:
Colin Walters
2008-11-28 20:12:20 +00:00
parent 3d41f586fc
commit 3b9aa49f22
15 changed files with 1433 additions and 914 deletions

View File

@ -1,4 +1,4 @@
/* -*- mode: js2; js2-basic-offset: 4; -*- */
/* -*- mode: js2; js2-basic-offset: 4; tab-width: 4; indent-tabs-mode: nil -*- */
const Clutter = imports.gi.Clutter;
const Shell = imports.gi.Shell;
@ -18,67 +18,67 @@ let overlay = null;
let run_dialog = null;
let wm = null;
// The "FrameTicker" object is an object used to feed new frames to Tweener
// so it can update values and redraw. The default frame ticker for
// Tweener just uses a simple timeout at a fixed frame rate and has no idea
// of "catching up" by dropping frames.
//
// We substitute it with custom frame ticker here that connects Tweener to
// a Clutter.TimeLine. Now, Clutter.Timeline itself isn't a whole lot more
// sophisticated than a simple timeout at a fixed frame rate, but at least
// it knows how to drop frames. (See HippoAnimationManager for a more
// sophisticated view of continous time updates; even better is to pay
// attention to the vertical vblank and sync to that when possible.)
//
//The "FrameTicker" object is an object used to feed new frames to Tweener
//so it can update values and redraw. The default frame ticker for
//Tweener just uses a simple timeout at a fixed frame rate and has no idea
//of "catching up" by dropping frames.
//We substitute it with custom frame ticker here that connects Tweener to
//a Clutter.TimeLine. Now, Clutter.Timeline itself isn't a whole lot more
//sophisticated than a simple timeout at a fixed frame rate, but at least
//it knows how to drop frames. (See HippoAnimationManager for a more
//sophisticated view of continous time updates; even better is to pay
//attention to the vertical vblank and sync to that when possible.)
function ClutterFrameTicker() {
this._init();
}
ClutterFrameTicker.prototype = {
TARGET_FRAME_RATE : 60,
TARGET_FRAME_RATE : 60,
_init : function() {
// We don't have a finite duration; tweener will tell us to stop
// when we need to stop, so use 1000 seconds as "infinity"
this._timeline = new Clutter.Timeline({ fps: this.TARGET_FRAME_RATE,
duration: 1000*1000 });
this._frame = 0;
_init : function() {
// We don't have a finite duration; tweener will tell us to stop
// when we need to stop, so use 1000 seconds as "infinity"
this._timeline = new Clutter.Timeline({ fps: this.TARGET_FRAME_RATE,
duration: 1000*1000 });
this._frame = 0;
let me = this;
this._timeline.connect('new-frame',
function(timeline, frame) {
me._onNewFrame(frame);
});
},
let me = this;
this._timeline.connect('new-frame',
function(timeline, frame) {
me._onNewFrame(frame);
});
},
_onNewFrame : function(frame) {
// Unfortunately the interface to to send a new frame to tweener
// is a simple "next frame" and there is no provision for signaling
// that frames have been skipped or just telling it the new time.
// But what it actually does internally is just:
//
// _currentTime += 1000/_ticker.FRAME_RATE;
//
// So by dynamically adjusting the value of FRAME_RATE we can trick
// it into dealing with dropped frames.
_onNewFrame : function(frame) {
// Unfortunately the interface to to send a new frame to tweener
// is a simple "next frame" and there is no provision for signaling
// that frames have been skipped or just telling it the new time.
// But what it actually does internally is just:
//
// _currentTime += 1000/_ticker.FRAME_RATE;
//
// So by dynamically adjusting the value of FRAME_RATE we can trick
// it into dealing with dropped frames.
let delta = frame - this._frame;
if (delta == 0)
this.FRAME_RATE = this.TARGET_FRAME_RATE;
else
this.FRAME_RATE = this.TARGET_FRAME_RATE / delta;
this._frame = frame;
this.emit('prepare-frame');
},
let delta = frame - this._frame;
if (delta == 0)
this.FRAME_RATE = this.TARGET_FRAME_RATE;
else
this.FRAME_RATE = this.TARGET_FRAME_RATE / delta;
this._frame = frame;
this.emit('prepare-frame');
},
start : function() {
this._timeline.start();
},
start : function() {
this._timeline.start();
},
stop : function() {
this._timeline.stop();
this._frame = 0;
}
stop : function() {
this._timeline.stop();
this._frame = 0;
}
};
Signals.addSignalMethods(ClutterFrameTicker.prototype);
@ -97,20 +97,20 @@ function start() {
// in the overlay. Clear that out.
let children = global.overlay_group.get_children();
for (let i = 0; i < children.length; i++)
children[i].destroy();
children[i].destroy();
global.connect('panel-run-dialog', function(panel) {
// Make sure not more than one run dialog is shown.
if (!run_dialog) {
run_dialog = new RunDialog.RunDialog();
let end_handler = function() {
let end_handler = function() {
run_dialog.destroy();
run_dialog = null;
};
run_dialog.connect('run', end_handler);
run_dialog.connect('cancel', end_handler);
if (!run_dialog.show())
end_handler();
end_handler();
}
});
@ -121,14 +121,14 @@ function start() {
wm = new WindowManager.WindowManager();
}
// Used to go into a mode where all keyboard and mouse input goes to
// the stage. Returns true if we successfully grabbed the keyboard and
// went modal, false otherwise
//Used to go into a mode where all keyboard and mouse input goes to
//the stage. Returns true if we successfully grabbed the keyboard and
//went modal, false otherwise
function startModal() {
let global = Shell.Global.get();
if (!global.grab_keyboard())
return false;
return false;
global.set_stage_input_area(0, 0, global.screen_width, global.screen_height);
@ -144,7 +144,7 @@ function endModal() {
function show_overlay() {
if (startModal())
overlay.show();
overlay.show();
}
function hide_overlay() {