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 CharacterCard
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extends Control
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@onready
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var panel: Panel = $Panel
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@onready
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var character_image: TextureRect = %CharacterTextureRect
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@onready
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var character_name_label: Label = %CharacterName
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signal new_character_selected(img_texture: ImageTexture)
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func set_character_name(character_name: String) -> void:
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panel.size = Vector2(240, 145)
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#margin.size = Vector2(240, 145)
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#margin set margin 15, 10, 15, 0
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character_name_label.text = character_name.split(".")[0]
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character_name_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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var image_fetched: Callable = func image_fetched(image: PackedByteArray) -> void:
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var img: Image = Image.new()
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var err: Error = img.load_png_from_buffer(image)
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if err != OK:
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GameLog.debug("Character image is not a PNG, trying JPG: ", error_string(err))
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var err2: Error = img.load_jpg_from_buffer(image)
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if err2 != OK:
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GameLog.warning("Could not load the image for ", character_name, ": ",
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error_string(err2))
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var new_image: ImageTexture = ImageTexture.new()
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new_image.set_image(img)
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character_image.custom_minimum_size = Vector2(200, 100)
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character_image.size = Vector2(200, 100)
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character_image.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
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character_image.size_flags_vertical = Control.SIZE_SHRINK_CENTER
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character_image.expand_mode = TextureRect.EXPAND_FIT_WIDTH_PROPORTIONAL
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character_image.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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character_image.texture = new_image
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MusicServerClient.fetch_character_image(character_name, image_fetched)
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func _input(event: InputEvent) -> void:
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if self.visible == true && Settings.character_select_open == true:
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if event is InputEventMouseButton && event.is_pressed() && event.get_button_index() == MOUSE_BUTTON_LEFT:
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var evLocal: InputEvent = make_input_local(event)
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if Rect2(Vector2(0, 0), panel.size).has_point(evLocal.position):
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GameLog.debug(character_name_label.text)
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new_character_selected.emit(character_image.texture)
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