Allows a number of clippy lints and fixes 2 (#1999)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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@ -124,7 +124,7 @@ pub struct BundleInfo {
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impl BundleInfo {
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/// # Safety
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/// table row must exist, entity must be valid
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#[allow(clippy::clippy::too_many_arguments)]
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#[allow(clippy::too_many_arguments)]
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#[inline]
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pub(crate) unsafe fn write_components<T: Bundle>(
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&self,
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@ -119,6 +119,7 @@ where
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system_state: SystemState,
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config: Option<<Param::Fetch as SystemParamState>::Config>,
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// NOTE: PhantomData<fn()-> T> gives this safe Send/Sync impls
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#[allow(clippy::type_complexity)]
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marker: PhantomData<fn() -> (In, Out, Marker)>,
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}
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@ -227,6 +227,7 @@ pub trait FromType<T> {
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#[derive(Clone)]
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pub struct ReflectDeserialize {
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#[allow(clippy::type_complexity)]
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pub func: fn(
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deserializer: &mut dyn erased_serde::Deserializer,
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) -> Result<Box<dyn Reflect>, erased_serde::Error>,
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@ -63,6 +63,7 @@ impl Camera {
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}
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}
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#[allow(clippy::type_complexity)]
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pub fn camera_system<T: CameraProjection + Component>(
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mut window_resized_events: EventReader<WindowResized>,
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mut window_created_events: EventReader<WindowCreated>,
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@ -505,6 +505,7 @@ pub struct MeshResourceProviderState {
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mesh_entities: HashMap<Handle<Mesh>, MeshEntities>,
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}
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#[allow(clippy::type_complexity)]
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pub fn mesh_resource_provider_system(
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mut state: Local<MeshResourceProviderState>,
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render_resource_context: Res<Box<dyn RenderResourceContext>>,
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@ -52,7 +52,7 @@ impl Default for CapsuleUvProfile {
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}
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impl From<Capsule> for Mesh {
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#[allow(clippy::clippy::needless_range_loop)]
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#[allow(clippy::needless_range_loop)]
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fn from(capsule: Capsule) -> Self {
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// code adapted from https://behreajj.medium.com/making-a-capsule-mesh-via-script-in-five-3d-environments-c2214abf02db
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@ -428,6 +428,7 @@ impl<I, T: RenderResources> Default for RenderResourcesNodeState<I, T> {
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}
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}
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#[allow(clippy::type_complexity)]
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fn render_resources_node_system<T: RenderResources>(
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mut state: Local<RenderResourcesNodeState<Entity, T>>,
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mut entities_waiting_for_textures: Local<Vec<Entity>>,
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@ -610,7 +611,7 @@ impl<T: Asset> Default for AssetRenderNodeState<T> {
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}
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}
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#[allow(clippy::too_many_arguments)]
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#[allow(clippy::too_many_arguments, clippy::type_complexity)]
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fn asset_render_resources_node_system<T: RenderResources + Asset>(
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mut state: Local<RenderResourcesNodeState<HandleId, T>>,
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mut asset_state: Local<AssetRenderNodeState<T>>,
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@ -55,6 +55,7 @@ impl Default for WireframeConfig {
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}
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}
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#[allow(clippy::type_complexity)]
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pub fn draw_wireframes_system(
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mut draw_context: DrawContext,
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msaa: Res<Msaa>,
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@ -59,6 +59,7 @@ impl From<Handle<Texture>> for ColorMaterial {
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// Temporary solution for sub-assets change handling, see https://github.com/bevyengine/bevy/issues/1161#issuecomment-780467768
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// TODO: should be removed when pipelined rendering is done
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#[allow(clippy::type_complexity)]
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pub(crate) fn material_texture_detection_system(
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mut texture_to_material: Local<HashMap<Handle<Texture>, HashSet<Handle<ColorMaterial>>>>,
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mut material_to_texture: Local<HashMap<Handle<ColorMaterial>, Handle<Texture>>>,
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@ -57,6 +57,7 @@ impl Default for Text2dBundle {
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/// System for drawing text in a 2D scene via a 2D `OrthographicCameraBundle`. Included in the
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/// default `TextPlugin`. Position is determined by the `Transform`'s translation, though scale and
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/// rotation are ignored.
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#[allow(clippy::type_complexity)]
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pub fn draw_text2d_system(
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mut context: DrawContext,
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msaa: Res<Msaa>,
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@ -125,7 +126,7 @@ pub struct QueuedText2d {
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}
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/// Updates the TextGlyphs with the new computed glyphs from the layout
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#[allow(clippy::too_many_arguments)]
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#[allow(clippy::too_many_arguments, clippy::type_complexity)]
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pub fn text2d_system(
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mut queued_text: Local<QueuedText2d>,
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mut textures: ResMut<Assets<Texture>>,
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@ -195,7 +195,7 @@ pub enum FlexError {
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StretchError(stretch::Error),
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}
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#[allow(clippy::too_many_arguments)]
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#[allow(clippy::too_many_arguments, clippy::type_complexity)]
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pub fn flex_node_system(
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windows: Res<Windows>,
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mut scale_factor_events: EventReader<WindowScaleFactorChanged>,
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@ -39,6 +39,7 @@ pub struct State {
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entities_to_reset: SmallVec<[Entity; 1]>,
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}
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#[allow(clippy::type_complexity)]
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pub fn ui_focus_system(
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mut state: Local<State>,
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windows: Res<Windows>,
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@ -42,7 +42,7 @@ pub fn text_constraint(min_size: Val, size: Val, max_size: Val, scale_factor: f6
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/// Computes the size of a text block and updates the TextGlyphs with the
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/// new computed glyphs from the layout
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#[allow(clippy::too_many_arguments)]
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#[allow(clippy::too_many_arguments, clippy::type_complexity)]
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pub fn text_system(
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mut queued_text: Local<QueuedText>,
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mut last_scale_factor: Local<f64>,
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@ -139,7 +139,7 @@ pub fn text_system(
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queued_text.entities = new_queue;
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}
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#[allow(clippy::too_many_arguments)]
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#[allow(clippy::too_many_arguments, clippy::type_complexity)]
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pub fn draw_text_system(
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mut context: DrawContext,
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msaa: Res<Msaa>,
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@ -146,7 +146,7 @@ impl WgpuFrom<BufferUsage> for wgpu::BufferUsage {
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impl WgpuFrom<&LoadOp<Color>> for wgpu::LoadOp<wgpu::Color> {
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fn from(val: &LoadOp<Color>) -> Self {
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match val {
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LoadOp::Clear(value) => wgpu::LoadOp::Clear(value.clone().wgpu_into()),
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LoadOp::Clear(value) => wgpu::LoadOp::Clear((*value).wgpu_into()),
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LoadOp::Load => wgpu::LoadOp::Load,
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}
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}
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@ -152,11 +152,10 @@ fn change_window(world: &mut World) {
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width: constraints.max_width,
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height: constraints.max_height,
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};
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window.set_min_inner_size(Some(min_inner_size));
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if constraints.max_width.is_finite() && constraints.max_height.is_finite() {
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window.set_min_inner_size(Some(min_inner_size));
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window.set_max_inner_size(Some(max_inner_size));
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} else {
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window.set_min_inner_size(Some(min_inner_size));
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}
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}
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}
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