Apply clippy to otg-gtk

This commit is contained in:
Savanni D'Gerinel 2024-03-26 08:53:24 -04:00
parent acf7ca0c9a
commit 3192c0a142
8 changed files with 42 additions and 53 deletions

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@ -16,20 +16,22 @@ You should have received a copy of the GNU General Public License along with On
use crate::CoreApi; use crate::CoreApi;
use adw::prelude::*; use adw::prelude::*;
use async_std::task::{block_on, spawn};
use otg_core::{ use otg_core::{
settings::{SettingsRequest, SettingsResponse}, settings::{SettingsRequest, SettingsResponse},
Config, CoreRequest, CoreResponse, CoreRequest, CoreResponse,
}; };
use sgf::GameRecord; use sgf::GameRecord;
use std::sync::{Arc, RwLock}; use std::sync::{Arc, RwLock};
use crate::views::{GameReview, HomeView, SettingsView}; use crate::views::{GameReview, HomeView, SettingsView};
/*
#[derive(Clone)] #[derive(Clone)]
enum AppView { enum AppView {
Home, Home,
} }
*/
// An application window should generally contain // An application window should generally contain
// - an overlay widget // - an overlay widget
@ -46,7 +48,7 @@ pub struct AppWindow {
// we can maintain the state of previous views. Since the two of these work together, they are // we can maintain the state of previous views. Since the two of these work together, they are
// a candidate for extraction into a new widget or a new struct. // a candidate for extraction into a new widget or a new struct.
stack: adw::NavigationView, stack: adw::NavigationView,
view_states: Vec<AppView>, // view_states: Vec<AppView>,
// Overlays are for transient content, such as about and settings, which can be accessed from // Overlays are for transient content, such as about and settings, which can be accessed from
// anywhere but shouldn't be part of the main application flow. // anywhere but shouldn't be part of the main application flow.
@ -63,7 +65,7 @@ impl AppWindow {
let window = Self::setup_window(app); let window = Self::setup_window(app);
let overlay = Self::setup_overlay(); let overlay = Self::setup_overlay();
let stack = adw::NavigationView::new(); let stack = adw::NavigationView::new();
let view_states = vec![]; // let view_states = vec![];
window.set_content(Some(&overlay)); window.set_content(Some(&overlay));
overlay.set_child(Some(&stack)); overlay.set_child(Some(&stack));
@ -71,7 +73,7 @@ impl AppWindow {
let s = Self { let s = Self {
window, window,
stack, stack,
view_states, // view_states,
overlay, overlay,
core, core,
settings_view_model: Default::default(), settings_view_model: Default::default(),
@ -79,7 +81,7 @@ impl AppWindow {
let home = s.setup_home(); let home = s.setup_home();
let _ = s.stack.push(&home); s.stack.push(&home);
s s
} }
@ -149,23 +151,18 @@ impl AppWindow {
pub fn close_overlay(&self) { pub fn close_overlay(&self) {
let mut view = self.settings_view_model.write().unwrap(); let mut view = self.settings_view_model.write().unwrap();
match *view { if let Some(ref mut settings) = *view {
Some(ref mut settings) => { self.overlay.remove_overlay(settings);
self.overlay.remove_overlay(settings); *view = None;
*view = None;
}
None => {}
} }
} }
fn setup_window(app: &adw::Application) -> adw::ApplicationWindow { fn setup_window(app: &adw::Application) -> adw::ApplicationWindow {
let window = adw::ApplicationWindow::builder() adw::ApplicationWindow::builder()
.application(app) .application(app)
.width_request(800) .width_request(800)
.height_request(500) .height_request(500)
.build(); .build()
window
} }
fn setup_header() -> adw::HeaderBar { fn setup_header() -> adw::HeaderBar {

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@ -36,16 +36,15 @@ You should have received a copy of the GNU General Public License along with On
// that. // that.
use crate::perftrace; use crate::perftrace;
use gio::resources_lookup_data;
use glib::Object; use glib::Object;
use gtk::{ use gtk::{
gdk_pixbuf::{InterpType, Pixbuf},
prelude::*, prelude::*,
subclass::prelude::*, subclass::prelude::*,
}; };
use image::io::Reader as ImageReader;
use otg_core::{Color, Coordinate}; use otg_core::{Color, Coordinate};
use std::{cell::RefCell, io::Cursor, rc::Rc}; use std::{cell::RefCell, rc::Rc};
const WIDTH: i32 = 800; const WIDTH: i32 = 800;
const HEIGHT: i32 = 800; const HEIGHT: i32 = 800;
@ -241,6 +240,7 @@ impl Pen {
} }
} }
#[allow(dead_code)]
fn ghost_stone(&self, context: &cairo::Context, row: u8, col: u8, color: Color) { fn ghost_stone(&self, context: &cairo::Context, row: u8, col: u8, color: Color) {
match color { match color {
Color::White => context.set_source_rgba(0.9, 0.9, 0.9, 0.5), Color::White => context.set_source_rgba(0.9, 0.9, 0.9, 0.5),

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@ -18,14 +18,13 @@ use cairo::Context;
use glib::Object; use glib::Object;
use gtk::{prelude::*, subclass::prelude::*}; use gtk::{prelude::*, subclass::prelude::*};
use sgf::{GameNode, GameRecord}; use sgf::{GameNode, GameRecord};
use std::{cell::RefCell, rc::Rc};
const WIDTH: i32 = 200; const WIDTH: i32 = 200;
const HEIGHT: i32 = 800; const HEIGHT: i32 = 800;
#[derive(Default)] #[derive(Default)]
pub struct ReviewTreePrivate { pub struct ReviewTreePrivate {
record: Rc<RefCell<Option<GameRecord>>>, // record: Rc<RefCell<Option<GameRecord>>>,
} }
#[glib::object_subclass] #[glib::object_subclass]
@ -44,7 +43,7 @@ glib::wrapper! {
} }
impl ReviewTree { impl ReviewTree {
pub fn new(record: GameRecord) -> Self { pub fn new(_record: GameRecord) -> Self {
let s: Self = Object::new(); let s: Self = Object::new();
s.set_width_request(WIDTH); s.set_width_request(WIDTH);
@ -60,7 +59,7 @@ impl ReviewTree {
s s
} }
pub fn redraw(&self, ctx: &Context, width: i32, height: i32) { pub fn redraw(&self, _ctx: &Context, _width: i32, _height: i32) {
// Implement the tree-drawing algorithm here // Implement the tree-drawing algorithm here
} }
} }
@ -113,13 +112,14 @@ struct Tree {
// out if it has children that would overlap the children of the first node. // out if it has children that would overlap the children of the first node.
// //
// My algorithm right now is likely to generate unnecessarily wide trees in a complex game review. // My algorithm right now is likely to generate unnecessarily wide trees in a complex game review.
#[allow(dead_code)]
fn node_width(node: &GameNode) -> usize { fn node_width(node: &GameNode) -> usize {
let children: &Vec<GameNode> = match node { let children: &Vec<GameNode> = match node {
GameNode::MoveNode(mn) => &mn.children, GameNode::MoveNode(mn) => &mn.children,
GameNode::SetupNode(sn) => &sn.children, GameNode::SetupNode(sn) => &sn.children,
}; };
if children.len() == 0 { if children.is_empty() {
return 1; return 1;
} }
@ -137,7 +137,8 @@ fn node_width(node: &GameNode) -> usize {
// //
// Just having the node is greatly insufficient. I can get better results if I'm calculating the // Just having the node is greatly insufficient. I can get better results if I'm calculating the
// position of its children. // position of its children.
fn node_children_columns(node: &GameNode) -> Vec<usize> { #[allow(dead_code)]
fn node_children_columns(_node: &GameNode) -> Vec<usize> {
vec![0, 1, 2] vec![0, 1, 2]
} }

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@ -21,10 +21,10 @@ pub use app_window::AppWindow;
mod views; mod views;
use async_std::task::{spawn, yield_now}; use async_std::task::{yield_now};
use otg_core::{Core, Observable, CoreRequest, CoreResponse}; use otg_core::{Core, Observable, CoreRequest, CoreResponse};
use std::{rc::Rc, sync::Arc}; use std::{rc::Rc};
use tokio::runtime::Runtime;
#[derive(Clone)] #[derive(Clone)]
pub struct CoreApi { pub struct CoreApi {
@ -51,6 +51,7 @@ where
/// LocalObserver creates a task on the current thread which watches the specified observer for notifications and calls the handler function with each one. /// LocalObserver creates a task on the current thread which watches the specified observer for notifications and calls the handler function with each one.
/// ///
/// The LocalObserver starts a task which listens for notifications during the constructor. When the observer goes out of scope, it will make a point of aborting the task. This combination means that anything which uses the observer can create it, hold on to a reference of it, and then drop it when done, and not have to do anything else with the observer object. /// The LocalObserver starts a task which listens for notifications during the constructor. When the observer goes out of scope, it will make a point of aborting the task. This combination means that anything which uses the observer can create it, hold on to a reference of it, and then drop it when done, and not have to do anything else with the observer object.
#[allow(dead_code)]
struct LocalObserver<T> { struct LocalObserver<T> {
join_handle: glib::JoinHandle<()>, join_handle: glib::JoinHandle<()>,
handler: Rc<dyn Fn(T)>, handler: Rc<dyn Fn(T)>,
@ -61,6 +62,7 @@ impl<T: 'static> LocalObserver<T> {
/// ///
/// observable -- any object which emits events /// observable -- any object which emits events
/// handler -- a function which can process events /// handler -- a function which can process events
#[allow(dead_code)]
fn new(observable: &dyn Observable<T>, handler: impl Fn(T) + 'static) -> Self { fn new(observable: &dyn Observable<T>, handler: impl Fn(T) + 'static) -> Self {
let listener = observable.subscribe(); let listener = observable.subscribe();
let handler = Rc::new(handler); let handler = Rc::new(handler);

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@ -4,17 +4,15 @@ use async_std::task::spawn;
use gio::ActionEntry; use gio::ActionEntry;
use otg_core::{Config, ConfigOption, Core, CoreNotification, LibraryPath, Observable}; use otg_core::{Config, ConfigOption, Core, CoreNotification, LibraryPath, Observable};
use otg_gtk::{ use otg_gtk::{
perftrace,
// ui::{ConfigurationPage, Home, PlayingField},
AppWindow, AppWindow,
CoreApi, CoreApi,
}; };
use std::sync::{Arc, RwLock};
const APP_ID_DEV: &str = "com.luminescent-dreams.otg.dev"; const APP_ID_DEV: &str = "com.luminescent-dreams.otg.dev";
const APP_ID_PROD: &str = "com.luminescent-dreams.otg"; const APP_ID_PROD: &str = "com.luminescent-dreams.otg";
const RESOURCE_BASE_PATH: &str = "/com/luminescent-dreams/otg/"; // const RESOURCE_BASE_PATH: &str = "/com/luminescent-dreams/otg/";
async fn handler(notifications: Receiver<CoreNotification>, app_id: String) { async fn handler(notifications: Receiver<CoreNotification>, app_id: String) {
loop { loop {
@ -108,7 +106,7 @@ fn main() {
APP_ID_PROD APP_ID_PROD
}; };
let config = load_config(&app_id); let config = load_config(app_id);
let core = Core::new(config.clone()); let core = Core::new(config.clone());

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@ -28,13 +28,10 @@ use gtk::{prelude::*, subclass::prelude::*};
use otg_core::Color; use otg_core::Color;
use sgf::GameRecord; use sgf::GameRecord;
#[derive(Default)]
pub struct GameReviewPrivate {} pub struct GameReviewPrivate {}
impl Default for GameReviewPrivate {
fn default() -> Self {
Self {}
}
}
#[glib::object_subclass] #[glib::object_subclass]
impl ObjectSubclass for GameReviewPrivate { impl ObjectSubclass for GameReviewPrivate {
@ -52,7 +49,7 @@ glib::wrapper! {
} }
impl GameReview { impl GameReview {
pub fn new(api: CoreApi, record: GameRecord) -> Self { pub fn new(_api: CoreApi, record: GameRecord) -> Self {
let s: Self = Object::builder().build(); let s: Self = Object::builder().build();
// It's actually really bad to be just throwing away errors. Panics make everyone unhappy. // It's actually really bad to be just throwing away errors. Panics make everyone unhappy.

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@ -22,7 +22,7 @@ use otg_core::{
CoreRequest, CoreResponse, CoreRequest, CoreResponse,
}; };
use sgf::GameRecord; use sgf::GameRecord;
use std::{cell::RefCell, rc::Rc};
/* /*
struct PlayerDataEntryPrivate { struct PlayerDataEntryPrivate {
@ -101,19 +101,13 @@ impl PlayerDataEntry {
} }
*/ */
#[derive(Default)]
pub struct HomePrivate { pub struct HomePrivate {
// black_player: Rc<RefCell<Option<PlayerDataEntry>>>, // black_player: Rc<RefCell<Option<PlayerDataEntry>>>,
// white_player: Rc<RefCell<Option<PlayerDataEntry>>>, // white_player: Rc<RefCell<Option<PlayerDataEntry>>>,
} }
impl Default for HomePrivate {
fn default() -> Self {
Self {
// black_player: Rc::new(RefCell::new(None)),
// white_player: Rc::new(RefCell::new(None)),
}
}
}
#[glib::object_subclass] #[glib::object_subclass]
impl ObjectSubclass for HomePrivate { impl ObjectSubclass for HomePrivate {
@ -158,7 +152,7 @@ impl HomeView {
s.append(&new_game_button); s.append(&new_game_button);
*/ */
let library = Library::new(move |game| on_select_game(game)); let library = Library::new(on_select_game);
let library_view = gtk::ScrolledWindow::builder() let library_view = gtk::ScrolledWindow::builder()
.hscrollbar_policy(gtk::PolicyType::Never) .hscrollbar_policy(gtk::PolicyType::Never)
.min_content_width(360) .min_content_width(360)

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@ -14,11 +14,11 @@ GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with On the Grid. If not, see <https://www.gnu.org/licenses/>. You should have received a copy of the GNU General Public License along with On the Grid. If not, see <https://www.gnu.org/licenses/>.
*/ */
use std::{borrow::Cow, cell::RefCell, path::Path, rc::Rc}; use std::{cell::RefCell, rc::Rc};
use adw::prelude::*; use adw::prelude::*;
use glib::Object; use glib::Object;
use gtk::{prelude::*, subclass::prelude::*}; use gtk::{subclass::prelude::*};
use otg_core::{Config, ConfigOption, LibraryPath}; use otg_core::{Config, ConfigOption, LibraryPath};
fn library_chooser_row( fn library_chooser_row(
@ -33,7 +33,7 @@ fn library_chooser_row(
.valign(gtk::Align::Center) .valign(gtk::Align::Center)
.build(); .build();
let parent = parent.clone(); let _parent = parent.clone();
let library_row = adw::ActionRow::builder() let library_row = adw::ActionRow::builder()
.title("Library Path") .title("Library Path")