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)
This commit is contained in:
Eric Smith 2026-05-21 09:28:47 -04:00
parent 40ba0f3ee1
commit 12b45b2685
3 changed files with 15 additions and 15 deletions

View file

@ -65,12 +65,12 @@ func remove_tile(tile_id: String) -> void:
## Save the current layout to config/layouts/{name}.cfg
func save_layout(name: String = "") -> void:
if name.is_empty():
name = current_layout_name
func save_layout(layout_name: String = "") -> void:
if layout_name.is_empty():
layout_name = current_layout_name
var cfg := ConfigFile.new()
cfg.set_value("layout", "name", name)
cfg.set_value("layout", "name", layout_name)
cfg.set_value("layout", "saved_at", Time.get_datetime_string_from_system())
var tile_ids: Array = _layout.keys()
@ -85,11 +85,11 @@ func save_layout(name: String = "") -> void:
cfg.set_value(section, "w", entry.get("w", 1))
cfg.set_value(section, "h", entry.get("h", 1))
var path := LAYOUT_DIR.path_join(name + ".cfg")
var path := LAYOUT_DIR.path_join(layout_name + ".cfg")
var result := cfg.save(path)
if result == OK:
current_layout_name = name
layout_saved.emit(name)
current_layout_name = layout_name
layout_saved.emit(layout_name)
## Load a saved layout, replacing the current in-memory layout.
@ -141,9 +141,9 @@ func get_layout_names() -> PackedStringArray:
## Switch to a different layout: saves current, loads new, emits signal.
func switch_layout(name: String) -> void:
if name == current_layout_name:
func switch_layout(layout_name: String) -> void:
if layout_name == current_layout_name:
return
save_layout(current_layout_name)
load_layout(name)
set_current_layout(name)
load_layout(layout_name)
set_current_layout(layout_name)