coordinate: Clutter.BindCoordinate.ALL });
this._systemBackground.actor.add_constraint(constraint);
- let signalId = this._systemBackground.connect('loaded',
- Lang.bind(this, function() {
- this._systemBackground.disconnect(signalId);
- this._systemBackground.actor.show();
- global.stage.show();
-
- this.emit('startup-prepared');
-
- // We're mostly prepared for the startup animation
- // now, but since a lot is going on asynchronously
- // during startup, let's defer the startup animation
- // until the event loop is uncontended and idle.
- // This helps to prevent us from running the animation
- // when the system is bogged down
- GLib.idle_add(GLib.PRIORITY_LOW,
- Lang.bind(this, function() {
- this._startupAnimation();
- return false;
- }));
- }));
+ let signalId = this._systemBackground.connect('loaded', Lang.bind(this, function() {
+ this._systemBackground.disconnect(signalId);
+ this._systemBackground.actor.show();
+ global.stage.show();
+
+ this.emit('startup-prepared');
+
+ // We're mostly prepared for the startup animation
+ // now, but since a lot is going on asynchronously
+ // during startup, let's defer the startup animation
+ // until the event loop is uncontended and idle.
+ // This helps to prevent us from running the animation
+ // when the system is bogged down
+ GLib.idle_add(GLib.PRIORITY_LOW, Lang.bind(this, function() {
+ this._startupAnimation();
+ return false;
+ }));
+ }));
},
_startupAnimation: function() {