},
_onUnlockFailed: function() {
- this._resetLockScreen(true, false);
+ this._resetLockScreen({ animateLockScreen: true,
+ animateLockDialog: false });
},
- _resetLockScreen: function(animateLockScreen, animateLockDialog) {
+ _resetLockScreen: function(params) {
// Don't reset the lock screen unless it is completely hidden
// This prevents the shield going down if the lock-delay timeout
// fires while the user is dragging (which has the potential
this._lockScreenGroup.show();
this._lockScreenState = MessageTray.State.SHOWING;
- if (animateLockScreen) {
+ if (params.animateLockScreen) {
this._lockScreenGroup.y = -global.screen_height;
Tweener.removeTweens(this._lockScreenGroup);
Tweener.addTween(this._lockScreenGroup,
this._lockScreenShown();
}
- if (animateLockDialog) {
+ if (params.animateLockDialog) {
this._lockDialogGroup.opacity = 0;
Tweener.removeTweens(this._lockDialogGroup);
Tweener.addTween(this._lockDialogGroup,
Main.sessionMode.pushMode('unlock-dialog');
}
- this._resetLockScreen(animate, animate);
+ this._resetLockScreen({ animateLockScreen: animate,
+ animateLockDialog: animate });
global.set_runtime_state(LOCKED_STATE_STR, GLib.Variant.new('b', true));
// We used to set isActive and emit active-changed here,