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