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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Sansan committed 2026-10-06 11:22:39 +02:00
1 parent b7d67b573e
commit 390da577d7
78 files changed
+281 -258

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