fix: resolve runtime errors and shadowed variable warnings
- use custom_minimum_size instead of minimum_size on Button (Godot 4.6 API) - reduce module_resized signal to 3 args to match _save_layout signature - rename testing_tile refresh param data -> _data (unused) - rename name -> layout_name in save_layout/switch_layout (shadows Node.name)
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3 changed files with 15 additions and 15 deletions
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@ -65,12 +65,12 @@ func remove_tile(tile_id: String) -> void:
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## Save the current layout to config/layouts/{name}.cfg
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func save_layout(name: String = "") -> void:
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if name.is_empty():
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name = current_layout_name
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func save_layout(layout_name: String = "") -> void:
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if layout_name.is_empty():
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layout_name = current_layout_name
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var cfg := ConfigFile.new()
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cfg.set_value("layout", "name", name)
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cfg.set_value("layout", "name", layout_name)
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cfg.set_value("layout", "saved_at", Time.get_datetime_string_from_system())
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var tile_ids: Array = _layout.keys()
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@ -85,11 +85,11 @@ func save_layout(name: String = "") -> void:
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cfg.set_value(section, "w", entry.get("w", 1))
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cfg.set_value(section, "h", entry.get("h", 1))
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var path := LAYOUT_DIR.path_join(name + ".cfg")
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var path := LAYOUT_DIR.path_join(layout_name + ".cfg")
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var result := cfg.save(path)
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if result == OK:
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current_layout_name = name
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layout_saved.emit(name)
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current_layout_name = layout_name
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layout_saved.emit(layout_name)
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## Load a saved layout, replacing the current in-memory layout.
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@ -141,9 +141,9 @@ func get_layout_names() -> PackedStringArray:
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## Switch to a different layout: saves current, loads new, emits signal.
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func switch_layout(name: String) -> void:
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if name == current_layout_name:
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func switch_layout(layout_name: String) -> void:
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if layout_name == current_layout_name:
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return
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save_layout(current_layout_name)
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load_layout(name)
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set_current_layout(name)
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load_layout(layout_name)
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set_current_layout(layout_name)
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