js: Use EVENT_PROPAGATE/EVENT_STOP constants in event handlers
Just as SOURCE_CONTINUE/SOURCE_REMOVE in source functions, these constants increase code clarity over plain true/false. https://bugzilla.gnome.org/show_bug.cgi?id=719567
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14
js/ui/dnd.js
14
js/ui/dnd.js
@ -106,10 +106,10 @@ const _Draggable = new Lang.Class({
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_onButtonPress : function (actor, event) {
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if (event.get_button() != 1)
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return false;
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return Clutter.EVENT_PROPAGATE;
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if (Tweener.getTweenCount(actor))
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return false;
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return Clutter.EVENT_PROPAGATE;
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this._buttonDown = true;
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this._grabActor();
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@ -118,7 +118,7 @@ const _Draggable = new Lang.Class({
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this._dragStartX = stageX;
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this._dragStartY = stageY;
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return false;
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return Clutter.EVENT_PROPAGATE;
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},
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_grabActor: function() {
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@ -164,11 +164,11 @@ const _Draggable = new Lang.Class({
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} else if (this._dragActor != null && !this._animationInProgress) {
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// Drag must have been cancelled with Esc.
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this._dragComplete();
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return true;
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return Clutter.EVENT_STOP;
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} else {
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// Drag has never started.
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this._ungrabActor();
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return false;
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return Clutter.EVENT_PROPAGATE;
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}
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// We intercept MOTION event to figure out if the drag has started and to draw
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// this._dragActor under the pointer when dragging is in progress
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@ -184,11 +184,11 @@ const _Draggable = new Lang.Class({
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let symbol = event.get_key_symbol();
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if (symbol == Clutter.Escape) {
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this._cancelDrag(event.get_time());
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return true;
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return Clutter.EVENT_STOP;
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}
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}
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return false;
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return Clutter.EVENT_PROPAGATE;
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},
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/**
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