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

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+4 -4
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@@ -13,9 +13,9 @@ signal player_added(player_object: PlayerObject)
signal player_removed(player_object: PlayerObject)
## Emitted when the character button in [param row] is pressed.
signal change_character_requested(row: Player, player_name: String)
signal change_character_requested(row: PlayerRow, player_name: String)
var _player_row: PackedScene = preload("res://Player.tscn")
var _player_row: PackedScene = preload("res://PlayerRow.tscn")
@onready
var add_players_button: TextureButton = $VBoxContainer/HBoxContainer/AddPlayersButton
@@ -68,7 +68,7 @@ func reload() -> void:
for player_object: PlayerObject in Settings.player_array:
GameLog.debug(player_object.player_name)
var new_player: Player = _player_row.instantiate()
var new_player: PlayerRow = _player_row.instantiate()
new_player.player_object = player_object
new_player.list_index = counter
@@ -79,7 +79,7 @@ func reload() -> void:
counter += 1
func _on_change_character_clicked(row: Player, player_name: String) -> void:
func _on_change_character_clicked(row: PlayerRow, player_name: String) -> void:
change_character_requested.emit(row, player_name)