screenShield: Remove unused 'onPrimary' argument

The 'onPrimary' argument was being passed to dialog.open(). Turns out,
neither UnlockDialog nor LoginDialog use this parameter.

Remove the unnecessary 'onPrimary' parameter, and cleanup the related
code.

https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/872
This commit is contained in:
Georges Basile Stavracas Neto 2019-11-28 18:53:46 -03:00
parent 5e8943340d
commit 7274ed52dd

View File

@ -122,14 +122,14 @@ var ScreenShield = class {
this._smartcardManager.connect('smartcard-inserted',
(manager, token) => {
if (this._isLocked && token.UsedToLogin)
this._liftShield(true, 0);
this._liftShield(0);
});
this._oVirtCredentialsManager = OVirt.getOVirtCredentialsManager();
this._oVirtCredentialsManager.connect('user-authenticated',
() => {
if (this._isLocked)
this._liftShield(true, 0);
this._liftShield(0);
});
this._loginManager = LoginManager.getLoginManager();
@ -228,9 +228,9 @@ var ScreenShield = class {
this._createBackground(i);
}
_liftShield(onPrimary, velocity) {
_liftShield(velocity) {
if (this._isLocked) {
if (this._ensureUnlockDialog(onPrimary, true /* allowCancel */))
if (this._ensureUnlockDialog(true /* allowCancel */))
this._hideLockScreen(true /* animate */, velocity);
} else {
this.deactivate(true /* animate */);
@ -289,11 +289,11 @@ var ScreenShield = class {
return Clutter.EVENT_PROPAGATE;
if (this._isLocked &&
this._ensureUnlockDialog(true, true) &&
this._ensureUnlockDialog(true) &&
GLib.unichar_isgraph(unichar))
this._dialog.addCharacter(unichar);
this._liftShield(true, 0);
this._liftShield(0);
return Clutter.EVENT_STOP;
}
@ -311,7 +311,7 @@ var ScreenShield = class {
// 7 standard scrolls to lift up
if (this._lockScreenScrollCounter > 35)
this._liftShield(true, 0);
this._liftShield(0);
return Clutter.EVENT_STOP;
}
@ -349,7 +349,7 @@ var ScreenShield = class {
this._lockScreenState = MessageTray.State.HIDING;
if (this._isLocked)
this._ensureUnlockDialog(false, false);
this._ensureUnlockDialog(false);
return true;
}
@ -372,7 +372,7 @@ var ScreenShield = class {
if (this._lockScreenGroup.translation_y < -(ARROW_DRAG_THRESHOLD * global.stage.height)) {
// Complete motion automatically
let [velocity_, velocityX_, velocityY] = this._dragAction.get_velocity(0);
this._liftShield(true, -velocityY);
this._liftShield(-velocityY);
} else {
// restore the lock screen to its original place
// try to use the same speed as the normal animation
@ -498,7 +498,7 @@ var ScreenShield = class {
this.actor.show();
this._isGreeter = Main.sessionMode.isGreeter;
this._isLocked = true;
if (this._ensureUnlockDialog(true, true))
if (this._ensureUnlockDialog(true))
this._hideLockScreen(false, 0);
}
@ -548,7 +548,7 @@ var ScreenShield = class {
this._cursorTracker.set_pointer_visible(true);
}
_ensureUnlockDialog(onPrimary, allowCancel) {
_ensureUnlockDialog(allowCancel) {
if (!this._dialog) {
let constructor = Main.sessionMode.unlockDialog;
if (!constructor) {
@ -560,7 +560,7 @@ var ScreenShield = class {
this._dialog = new constructor(this._lockDialogGroup);
let time = global.get_current_time();
if (!this._dialog.open(time, onPrimary)) {
if (!this._dialog.open(time)) {
// This is kind of an impossible error: we're already modal
// by the time we reach this...
log('Could not open login dialog: failed to acquire grab');