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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@@ -165,11 +165,11 @@ func _open_settings() -> void:
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func _close_settings() -> void:
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(_quiz.get_node("SettingsWindow") as Control).visible = false
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(_quiz.get_node("SettingsPopup") as Control).visible = false
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func _press_settings_button(unique_name: String) -> void:
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(_quiz.get_node("SettingsWindow").get_node("%" + unique_name) as Button).pressed.emit()
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(_quiz.get_node("SettingsPopup").get_node("%" + unique_name) as Button).pressed.emit()
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func test_raising_cache_size_does_not_download_while_settings_are_open() -> void:
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@@ -229,7 +229,7 @@ func test_show_answer_before_first_song_does_not_reveal_next_song() -> void:
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func test_log_adds_one_row_per_point_with_padded_time() -> void:
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var log_box: VBoxContainer = _window.get_node("%Log").get_node("%LogVBoxContainer")
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var log_box: VBoxContainer = _window.get_node("%LogPopup").get_node("%LogVBoxContainer")
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var crono: PlayerObject = _add_player("Crono")
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await _play_first_song()
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