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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+2 -2
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@@ -84,10 +84,10 @@ func _add_player(player_name: String) -> PlayerObject:
## Returns the row in the player list that shows [param player_object].
func _player_row(player_object: PlayerObject) -> Player:
func _player_row(player_object: PlayerObject) -> PlayerRow:
var rows: Node = _quiz.get_node(
"PlayersPanel/VBoxContainer/ScrollContainer/PlayersListVBoxContainer")
for row: Player in rows.get_children():
for row: PlayerRow in rows.get_children():
if row.player_object == player_object:
return row
return null
+31 -26
View File
@@ -27,10 +27,15 @@ const SYNC_RESULT: Dictionary = {
"total_time": "00:00:03",
}
## Popups in the order the tour opens them.
const POPUPS: Array[String] = [
"Search", "SyncWindow", "SettingsWindow", "QRWindow", "NewCharacterSelect",
"ShortcutsWindow", "AboutWindow", "WinnerWindow", "Log", "StatisticsPopupPanel",
## Popups in the order the tour opens them: the state name, then the popup's node. The
## state names are what the popups were first called, so screenshots taken before they
## were renamed can still be compared with new ones.
const POPUPS: Array[Array] = [
["Search", "SearchPopup"], ["SyncWindow", "SyncPopup"],
["SettingsWindow", "SettingsPopup"], ["QRWindow", "QRPopup"],
["NewCharacterSelect", "CharacterSelectPopup"], ["ShortcutsWindow", "ShortcutsPopup"],
["AboutWindow", "AboutPopup"], ["WinnerWindow", "WinnerPopup"], ["Log", "LogPopup"],
["StatisticsPopupPanel", "StatisticsPopupPanel"],
]
var _main: Control
@@ -108,31 +113,31 @@ func run(on_state: Callable) -> void:
await _settle()
await on_state.call("playing", null)
for popup_name: String in POPUPS:
var popup: Node = await _open_popup(popup_name)
for state_and_node: Array in POPUPS:
var popup: Node = await _open_popup(state_and_node[1])
await _settle()
await on_state.call("popup_" + popup_name, popup)
await on_state.call("popup_" + state_and_node[0], popup)
_close_popup(popup)
await _settle()
var sync_window: PopupWindow = _node("SyncWindow")
var sync_popup: BasePopup = _node("SyncPopup")
Settings.currently_syncing = false
sync_window.has_synced = false
sync_window.start_sync()
sync_window.sync_timer.stop()
sync_window._on_sync_timeout()
sync_popup.has_synced = false
sync_popup.start_sync()
sync_popup.sync_timer.stop()
sync_popup._on_sync_timeout()
await _settle()
await on_state.call("sync_in_progress", sync_window)
sync_window.close()
await on_state.call("sync_in_progress", sync_popup)
sync_popup.close()
await _settle()
await on_state.call("sync_buttons_locked", null)
_server().respond_json("/sync/progress", SYNC_RESULT)
sync_window._on_sync_timeout()
sync_window.open()
sync_popup._on_sync_timeout()
sync_popup.open()
await _settle()
await on_state.call("sync_result", sync_window)
sync_window.close()
await on_state.call("sync_result", sync_popup)
sync_popup.close()
await _settle()
@@ -204,7 +209,7 @@ func _add_player(player_name: String) -> void:
_call("add_player")
func _player_row(index: int) -> Player:
func _player_row(index: int) -> PlayerRow:
return _node("PlayersPanel").get_node(
"VBoxContainer/ScrollContainer/PlayersListVBoxContainer").get_child(index)
@@ -220,20 +225,20 @@ func _freeze_music_player() -> void:
## The log starts each row with the time of day; use a fixed time instead.
func _fix_log_times() -> void:
var log_window: PopupWindow = _node("Log")
for row: Label in log_window.log_box.get_children():
var log_popup: BasePopup = _node("LogPopup")
for row: Label in log_popup.log_box.get_children():
row.text = "12:00:00 " + row.text.substr(9)
func _open_popup(popup_name: String) -> Node:
var popup: Node = _node(popup_name)
match popup_name:
"SyncWindow":
# Opening the window starts a sync; show the empty window instead
"SyncPopup":
# Opening the popup starts a sync; show the empty popup instead
popup.open()
"NewCharacterSelect":
"CharacterSelectPopup":
popup.show_grid("Crono")
"WinnerWindow":
"WinnerPopup":
popup.show_winner(Settings.player_array[0])
"StatisticsPopupPanel":
_call("get_statistics")
@@ -243,7 +248,7 @@ func _open_popup(popup_name: String) -> Node:
func _close_popup(popup: Node) -> void:
if popup is PopupWindow:
if popup is BasePopup:
popup.close()
else:
popup.visible = false