Indent every script with tabs, like the Godot editor does

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Sansan committed 2026-10-06 10:28:12 +02:00
1 parent 8c1987807c
commit bad4b3ad8b
35 files changed
+1653 -1653

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+32 -32
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@@ -12,42 +12,42 @@ const SIZE: Vector2i = Vector2i(1920, 1080)
func _initialize() -> void:
_take.call_deferred()
_take.call_deferred()
func _take() -> void:
var args: PackedStringArray = OS.get_cmdline_user_args()
var out_dir: String = args[0] if !args.is_empty() else "user://screenshots"
DirAccess.make_dir_recursive_absolute(out_dir)
var draws: bool = DisplayServer.get_name() != "headless"
var args: PackedStringArray = OS.get_cmdline_user_args()
var out_dir: String = args[0] if !args.is_empty() else "user://screenshots"
DirAccess.make_dir_recursive_absolute(out_dir)
var draws: bool = DisplayServer.get_name() != "headless"
# Loaded here, not named as a class: autoloads such as Playlist do not exist yet
# when this script is compiled
var ui_tour: GDScript = load("res://tests/fakes/ui_tour.gd")
ui_tour.prepare_autoloads()
var server: RefCounted = ui_tour.make_server().install()
# Loaded here, not named as a class: autoloads such as Playlist do not exist yet
# when this script is compiled
var ui_tour: GDScript = load("res://tests/fakes/ui_tour.gd")
ui_tour.prepare_autoloads()
var server: RefCounted = ui_tour.make_server().install()
# Drawn at the layout size, so the pictures do not depend on the screen size
var viewport: SubViewport = SubViewport.new()
viewport.size = SIZE
viewport.gui_embed_subwindows = true
viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
root.add_child(viewport)
var main: Control = load("res://MainWindow.tscn").instantiate()
viewport.add_child(main)
# Drawn at the layout size, so the pictures do not depend on the screen size
var viewport: SubViewport = SubViewport.new()
viewport.size = SIZE
viewport.gui_embed_subwindows = true
viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
root.add_child(viewport)
var main: Control = load("res://MainWindow.tscn").instantiate()
viewport.add_child(main)
var layout: Dictionary = {}
var save_state: Callable = func(state: String, popup: Node) -> void:
layout[state] = ui_tour.dump_layout(main, main if popup == null else popup)
if draws:
await RenderingServer.frame_post_draw
viewport.get_texture().get_image().save_png(out_dir.path_join(state + ".png"))
print("Saved state ", state)
await ui_tour.new(main).run(save_state)
var layout: Dictionary = {}
var save_state: Callable = func(state: String, popup: Node) -> void:
layout[state] = ui_tour.dump_layout(main, main if popup == null else popup)
if draws:
await RenderingServer.frame_post_draw
viewport.get_texture().get_image().save_png(out_dir.path_join(state + ".png"))
print("Saved state ", state)
await ui_tour.new(main).run(save_state)
var file: FileAccess = FileAccess.open(out_dir.path_join("layout.json"), FileAccess.WRITE)
file.store_string(JSON.stringify(layout, " ", true))
file.close()
server.uninstall()
main.queue_free()
quit()
var file: FileAccess = FileAccess.open(out_dir.path_join("layout.json"), FileAccess.WRITE)
file.store_string(JSON.stringify(layout, " ", true))
file.close()
server.uninstall()
main.queue_free()
quit()