Name popups *Popup and give scripts, scenes and classes matching names
Every popup is now called *Popup instead of *Window in its file, root node, node name, class and variable, and PopupWindow becomes BasePopup. Player is PlayerRow, SongListObject is SongRow and Character is CharacterCard. Script files are snake_case and scene files PascalCase, each matching its class or root node, and LightGrayTheme.tres is light_gray_theme.tres.
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class_name BasePopup
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extends Control
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## A window shown on top of the main window, such as Settings or About.
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##
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## Clicking outside [member panel] closes it. Popups that need to prepare or clean up
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## override [method open] or [method close] and call [code]super()[/code].
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## The visible part of the popup. Clicks outside it close the popup.
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@export var panel: Control
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## Shows the popup.
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func open() -> void:
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visible = true
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## Hides the popup.
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func close() -> void:
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visible = false
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## Opens the popup if it is closed and closes it if it is open.
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func toggle() -> void:
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if visible:
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close()
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else:
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open()
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func _input(event: InputEvent) -> void:
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if !visible || !(event is InputEventMouseButton) || !event.pressed:
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return
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var click: InputEventMouseButton = panel.make_input_local(event)
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if !Rect2(Vector2.ZERO, panel.size).has_point(click.position):
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close()
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# The click only closes the popup; it must not also press what is behind it
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get_viewport().set_input_as_handled()
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