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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@@ -12,7 +12,7 @@ func before_test() -> void:
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func _stats_checkbox() -> CheckButton:
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return _quiz.get_node("SettingsWindow").get_node("%AddToDatabaseCheckButton")
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return _quiz.get_node("SettingsPopup").get_node("%AddToDatabaseCheckButton")
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func test_winning_turns_statistics_off() -> void:
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@@ -57,7 +57,7 @@ func test_songs_after_a_win_are_not_counted() -> void:
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func test_winning_score_cannot_go_below_one() -> void:
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_press("QuizToolbar/SettingsButton")
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var lower_button: Button = _quiz.get_node("SettingsWindow").get_node("%LowerButton")
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var lower_button: Button = _quiz.get_node("SettingsPopup").get_node("%LowerButton")
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for i: int in 3:
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lower_button.pressed.emit()
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