Move to using clippy (#1142)

* Clippy fixes

* Finish converting to use clippy

* fix warnings in new master

* fix windows

* fix windows

Co-authored-by: Artem Vorotnikov <artem@vorotnikov.me>
This commit is contained in:
Jonathan Turner
2019-12-31 20:36:08 +13:00
committed by GitHub
parent 8093612cac
commit 72838cc083
93 changed files with 754 additions and 852 deletions

View File

@ -23,11 +23,8 @@ impl Plugin for BinaryView {
fn sink(&mut self, call_info: CallInfo, input: Vec<Value>) {
for v in input {
let value_anchor = v.anchor();
match &v.value {
UntaggedValue::Primitive(Primitive::Binary(b)) => {
let _ = view_binary(&b, value_anchor.as_ref(), call_info.args.has("lores"));
}
_ => {}
if let UntaggedValue::Primitive(Primitive::Binary(b)) = &v.value {
let _ = view_binary(&b, value_anchor.as_ref(), call_info.args.has("lores"));
}
}
}
@ -39,12 +36,9 @@ fn view_binary(
lores_mode: bool,
) -> Result<(), Box<dyn std::error::Error>> {
if b.len() > 3 {
match (b[0], b[1], b[2]) {
(0x4e, 0x45, 0x53) => {
view_contents_interactive(b, source, lores_mode)?;
return Ok(());
}
_ => {}
if let (0x4e, 0x45, 0x53) = (b[0], b[1], b[2]) {
view_contents_interactive(b, source, lores_mode)?;
return Ok(());
}
}
view_contents(b, source, lores_mode)?;
@ -155,16 +149,13 @@ impl RenderContext {
}
}
if prev_count > 0 {
match (prev_fg, prev_bg) {
(Some(c), Some(d)) => {
print!(
"{}",
ansi_term::Colour::RGB(c.0, c.1, c.2)
.on(ansi_term::Colour::RGB(d.0, d.1, d.2,))
.paint((0..prev_count).map(|_| "").collect::<String>())
);
}
_ => {}
if let (Some(c), Some(d)) = (prev_fg, prev_bg) {
print!(
"{}",
ansi_term::Colour::RGB(c.0, c.1, c.2)
.on(ansi_term::Colour::RGB(d.0, d.1, d.2,))
.paint((0..prev_count).map(|_| "").collect::<String>())
);
}
}
outln!("{}", Attribute::Reset);
@ -407,11 +398,11 @@ pub fn view_contents_interactive(
if rawkey.is_pressed(rawkey::KeyCode::Escape) {
break 'gameloop;
} else {
for i in 0..buttons.len() {
if rawkey.is_pressed(buttons[i]) {
nes.press_button(0, i as u8);
for (idx, button) in buttons.iter().enumerate() {
if rawkey.is_pressed(*button) {
nes.press_button(0, idx as u8);
} else {
nes.release_button(0, i as u8);
nes.release_button(0, idx as u8);
}
}
}