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clippy: Fix missing indentation in comments and remove on unecessary cast (#33026)
* Add missing indendations in comments. Signed-off-by: Daniel Frantes <danfrantes@seznam.cz> * Fix test tidy error Signed-off-by: Daniel Frantes <danfrantes@seznam.cz> --------- Signed-off-by: Daniel Frantes <danfrantes@seznam.cz>
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4 changed files with 5 additions and 6 deletions
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@ -519,7 +519,7 @@ fn translate_including_floats(cur_b: &mut Au, delta: Au, floats: &mut Floats) {
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/// This is a traversal of an Absolute Flow tree.
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/// - Relatively positioned flows and the Root flow start new Absolute flow trees.
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/// - The kids of a flow in this tree will be the flows for which it is the
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/// absolute Containing Block.
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/// absolute Containing Block.
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/// - Thus, leaf nodes and inner non-root nodes are all Absolute Flows.
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///
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/// A Flow tree can have several Absolute Flow trees (depending on the number
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@ -89,7 +89,7 @@ static DEFAULT_REPLACED_HEIGHT: i32 = 150;
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/// specification:
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///
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/// * Several fragments may correspond to the same CSS box or DOM node. For example, a CSS text box
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/// broken across two lines is represented by two fragments.
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/// broken across two lines is represented by two fragments.
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///
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/// * Some CSS fragments are not created at all, such as some anonymous block fragments induced by
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/// inline fragments with block-level sibling fragments. In that case, Servo uses an `InlineFlow`
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@ -1933,8 +1933,8 @@ impl GlobalScope {
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/// Promote non-Slice blob:
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/// 1. Memory-based: The bytes in data slice will be transferred to file manager thread.
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/// 2. File-based: If set_valid, then activate the FileID so it can serve as URL
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/// Depending on set_valid, the returned FileID can be part of
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/// valid or invalid Blob URL.
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/// Depending on set_valid, the returned FileID can be part of
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/// valid or invalid Blob URL.
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pub fn promote(&self, blob_info: &mut BlobInfo, set_valid: bool) -> Uuid {
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let mut bytes = vec![];
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let global_url = self.get_url();
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@ -107,8 +107,7 @@ impl XRInputSource {
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.map_and_normalize_buttons(i as usize, *value as f64);
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});
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frame.axis_values.iter().enumerate().for_each(|(i, value)| {
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self.gamepad
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.map_and_normalize_axes(i as usize, *value as f64);
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self.gamepad.map_and_normalize_axes(i, *value as f64);
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});
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}
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}
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