cleanup: Avoid unnecessary parentheses

Extra parentheses usually add noise rather than clarity, so avoid
them.

https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/805
This commit is contained in:
Florian Müllner
2019-08-19 21:38:51 +02:00
committed by Georges Basile Stavracas Neto
parent ebf77748a8
commit e44adb92cf
59 changed files with 199 additions and 200 deletions

View File

@@ -671,12 +671,12 @@ var ScreenShield = class {
if (this._lockScreenState != MessageTray.State.SHOWN)
return Clutter.EVENT_PROPAGATE;
let isEnter = (symbol == Clutter.KEY_Return ||
let isEnter = symbol == Clutter.KEY_Return ||
symbol == Clutter.KEY_KP_Enter ||
symbol == Clutter.KEY_ISO_Enter);
let isEscape = (symbol == Clutter.KEY_Escape);
let isLiftChar = (GLib.unichar_isprint(unichar) &&
(this._isLocked || !GLib.unichar_isgraph(unichar)));
symbol == Clutter.KEY_ISO_Enter;
let isEscape = symbol == Clutter.KEY_Escape;
let isLiftChar = GLib.unichar_isprint(unichar) &&
(this._isLocked || !GLib.unichar_isgraph(unichar));
if (!isEnter && !isEscape && !isLiftChar)
return Clutter.EVENT_PROPAGATE;
@@ -711,8 +711,8 @@ var ScreenShield = class {
_syncInhibitor() {
let lockEnabled = this._settings.get_boolean(LOCK_ENABLED_KEY);
let lockLocked = this._lockSettings.get_boolean(DISABLE_LOCK_KEY);
let inhibit = (this._loginSession && this._loginSession.Active &&
!this._isActive && lockEnabled && !lockLocked);
let inhibit = this._loginSession && this._loginSession.Active &&
!this._isActive && lockEnabled && !lockLocked;
if (inhibit) {
this._loginManager.inhibit(_("GNOME needs to lock the screen"),
inhibitor => {
@@ -793,7 +793,7 @@ var ScreenShield = class {
// restore the lock screen to its original place
// try to use the same speed as the normal animation
let h = global.stage.height;
let duration = MANUAL_FADE_TIME * (-this._lockScreenGroup.y) / h;
let duration = MANUAL_FADE_TIME * -this._lockScreenGroup.y / h;
this._lockScreenGroup.remove_all_transitions();
this._lockScreenGroup.ease({
y: 0,
@@ -945,7 +945,7 @@ var ScreenShield = class {
// use the same speed regardless of original position
// if velocity is specified, it's in pixels per milliseconds
let h = global.stage.height;
let delta = (h + this._lockScreenGroup.y);
let delta = h + this._lockScreenGroup.y;
let minVelocity = global.stage.height / CURTAIN_SLIDE_TIME;
velocity = Math.max(minVelocity, velocity);