- Types on every parameter, return value and variable, and snake_case names (the player name limit is the constant MAX_NAME_LENGTH). - Spelling fixes: *_triggered, character_selected, separator, caught_errors. The server's catched_errors key stays as the server sends it. - Signals are connected with signal.connect() instead of by name. - Code is ordered signals, constants, exported vars, vars, @onready vars, functions, with @onready on one line and two blank lines between functions. - Every script starts with a ## description. Template comments, old LOC notes and commented-out code are gone, apart from the local play code. - Lines are at most 100 characters, apart from the local play path. - The screenshot tour turns off the blinking text cursor so pictures match.
27 lines
917 B
GDScript
27 lines
917 B
GDScript
class_name MusicListPanel
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extends PanelContainer
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## The list of songs in the playlist, one row per song.
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## Emitted when the row of song number [param song_no] is clicked.
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signal song_clicked(song_no: int)
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var _song_list_object: PackedScene = preload("res://SongRow.tscn")
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@onready var _rows: VBoxContainer = %MusicList
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## Shows the songs in the playlist again, so it shows their latest state.
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func refresh() -> void:
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Settings.delete_children(_rows)
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for s: SongObject in Playlist.get_playlist():
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var new_song_list_object: SongRow = _song_list_object.instantiate()
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new_song_list_object.song_object = s
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new_song_list_object.gui_input.connect(_on_row_input.bind(s.song_number))
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_rows.add_child(new_song_list_object)
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func _on_row_input(event: InputEvent, song_no: int) -> void:
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if event is InputEventMouseButton && event.pressed && event.button_index == MOUSE_BUTTON_LEFT:
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song_clicked.emit(song_no)
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