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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@@ -5,7 +5,7 @@ extends PanelContainer
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## Emitted when the row of song number [param song_no] is clicked.
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signal song_clicked(song_no: int)
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var _song_list_object: PackedScene = preload("res://song_list_object.tscn")
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var _song_list_object: PackedScene = preload("res://SongRow.tscn")
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@onready
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var _rows: VBoxContainer = $ScrollContainer/MusicList
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@@ -15,7 +15,7 @@ var _rows: VBoxContainer = $ScrollContainer/MusicList
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func refresh() -> void:
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Settings.delete_children(_rows)
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for s: SongObject in Playlist.get_playlist():
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var new_song_list_object: SongListObject = _song_list_object.instantiate()
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var new_song_list_object: SongRow = _song_list_object.instantiate()
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new_song_list_object.song_object = s
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new_song_list_object.gui_input.connect(_on_row_input.bind(s.song_number))
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_rows.add_child(new_song_list_object)
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