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 PlayerNameField
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extends TextEdit
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signal enter_key_pressed
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signal close_pressed
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@export
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var LIMIT: int = 10
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var current_text = ''
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var cursor_line = 0
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var cursor_column = 0
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func _ready():
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text_changed.connect(_on_text_changed)
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func _input(event):
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if event is InputEventKey and event.pressed:
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if event.alt_pressed && event.keycode == KEY_A:
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close_pressed.emit()
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if has_focus():
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if event.keycode == KEY_ENTER || event.keycode == KEY_KP_ENTER:
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enter_key_pressed.emit()
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func _on_text_changed():
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if text.contains("\n"):
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text = text.replace("\n", "")
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var new_text : String = text
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if new_text.length() > LIMIT:
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text = current_text
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# when replacing the text, the cursor will get moved to the beginning of the
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# text, so move it back to where it was
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set_caret_line(cursor_line)
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set_caret_column(cursor_column)
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current_text = text
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# save current position of cursor for when we have reached the limit
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cursor_line = get_caret_line()
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cursor_column = get_caret_column()
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