fix some more clippy lints
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@@ -1,3 +1,5 @@
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#![allow(clippy::too_many_arguments)]
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use crate::{
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use crate::{
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arena::ElementId,
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arena::ElementId,
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innerlude::{ElementRef, VNodeMount, WriteMutations},
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innerlude::{ElementRef, VNodeMount, WriteMutations},
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@@ -864,12 +864,6 @@ impl VNode {
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}
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}
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impl VNodeMount {
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impl VNodeMount {
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fn mount_attribute(&mut self, attribute_index: usize, dom: &mut VirtualDom) -> ElementId {
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let id = dom.next_element();
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self.mounted_attributes[attribute_index] = id;
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id
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}
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fn mount_node(&mut self, node_index: usize, dom: &mut VirtualDom) -> ElementId {
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fn mount_node(&mut self, node_index: usize, dom: &mut VirtualDom) -> ElementId {
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let id = dom.next_element();
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let id = dom.next_element();
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self.mounted_dynamic_nodes[node_index] = id.0;
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self.mounted_dynamic_nodes[node_index] = id.0;
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@@ -552,10 +552,9 @@ impl VirtualDom {
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let _runtime = RuntimeGuard::new(self.runtime.clone());
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let _runtime = RuntimeGuard::new(self.runtime.clone());
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let new_nodes = self.run_scope(ScopeId::ROOT);
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let new_nodes = self.run_scope(ScopeId::ROOT);
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self.scopes[ScopeId::ROOT.0].last_rendered_node = Some(new_nodes.clone());
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self.scopes[ScopeId::ROOT.0].last_rendered_node = Some(new_nodes.clone());
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let (RenderReturn::Ready(mut node) | RenderReturn::Aborted(mut node)) = new_nodes;
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// Rebuilding implies we append the created elements to the root
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// Rebuilding implies we append the created elements to the root
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let m = self.create_scope(to, ScopeId::ROOT, &mut node, None);
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let m = self.create_scope(to, ScopeId::ROOT, &new_nodes, None);
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to.append_children(ElementId(0), m);
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to.append_children(ElementId(0), m);
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}
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}
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