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Fix autofixable eslint warnings

This commit is contained in:
Bill Thornton 2025-03-27 11:32:16 -04:00
parent b885cfdc83
commit 9077782c17
11 changed files with 20 additions and 28 deletions

View file

@ -178,7 +178,7 @@ function resetThrottle(key) {
const isElectron = navigator.userAgent.toLowerCase().indexOf('electron') !== -1;
function allowInput() {
// This would be nice but always seems to return true with electron
if (!isElectron && document.hidden) { /* eslint-disable-line compat/compat */
if (!isElectron && document.hidden) {
return false;
}
@ -356,7 +356,6 @@ function isGamepadConnected() {
}
function onFocusOrGamepadAttach() {
/* eslint-disable-next-line compat/compat */
if (isGamepadConnected() && document.hasFocus()) {
console.log('Gamepad connected! Starting input loop');
startInputLoop();
@ -364,7 +363,6 @@ function onFocusOrGamepadAttach() {
}
function onFocusOrGamepadDetach() {
/* eslint-disable-next-line compat/compat */
if (!isGamepadConnected() || !document.hasFocus()) {
console.log('Gamepad disconnected! No other gamepads are connected, stopping input loop');
stopInputLoop();

View file

@ -239,7 +239,7 @@ function attachGamepadScript() {
}
// No need to check for gamepads manually at load time, the eventhandler will be fired for that
if (navigator.getGamepads && appSettings.enableGamepad()) { /* eslint-disable-line compat/compat */
if (navigator.getGamepads && appSettings.enableGamepad()) {
window.addEventListener('gamepadconnected', attachGamepadScript);
}