Run godot --convert-3to4 (automated conversion)
Apply Godot 4.6 automated conversion: renames Spatial.translate->position, margin_*->offset_*, tool->@tool, .empty()->.is_empty(), DynamicFont->FontFile, onready->@onready, export()->@export, and many more. 127 files changed by the tool. Manual fixes still required for: - godot_db_manager plugin (incompatible APIs: WindowDialog, Tabs, etc.) - lod plugin (Spatial -> Node3D renames) - ResourceLoader.load_interactive removed -> load_threaded_request - OS.set_window_fullscreen removed -> DisplayServer - Viewport.set_size_override removed Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -1,63 +1,63 @@
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"""
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class GDDBNewDBDlg
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"""
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class_name GDDBNewDBDlg
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tool
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extends WindowDialog
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signal create_new_db
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var m_current_db_name = ""
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void :
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$v_layout/buttons/ok_btn.connect("pressed", self, "on_ok_btn_pressed")
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$v_layout/buttons/cancel_btn.connect("pressed", self, "on_cancel_btn_pressed")
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connect("about_to_show", self, "on_about_to_show")
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$v_layout/db_info/db_edt.connect("text_changed", self, "on_text_changed")
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$v_layout/db_info/db_edt.connect("text_entered", self, "on_text_confirmed")
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# Called when the node is about to be shown.
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func on_about_to_show() -> void :
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m_current_db_name = ""
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$v_layout/db_info/db_edt.set_text(m_current_db_name)
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# called everytime the text is changed
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func on_text_changed(new_text: String) -> void :
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var change_text = true
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if(!gddb_globals.check_db_name(new_text)):
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change_text = false
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else:
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if(new_text.length() > gddb_constants.c_max_db_name_len):
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change_text = false
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else:
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change_text = true
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if(change_text):
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m_current_db_name = $v_layout/db_info/db_edt.get_text()
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else:
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$v_layout/db_info/db_edt.set_text(m_current_db_name)
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$v_layout/db_info/db_edt.set_cursor_position(m_current_db_name.length())
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# called when the user presses the ENTER key
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func on_text_confirmed(text : String) -> void :
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# print("GDDBNewDBDlg::on_text_confirmed(" + text + ")")
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if(m_current_db_name.empty()):
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return
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handle_db_name()
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hide()
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# called when the OK button is pressed
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func on_ok_btn_pressed() -> void :
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if(!m_current_db_name.empty()):
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handle_db_name()
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# called when the Cancel button is pressed
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func on_cancel_btn_pressed() -> void :
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hide()
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# handles the name of the database
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func handle_db_name() -> void :
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emit_signal("create_new_db", m_current_db_name)
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@tool
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"""
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class GDDBNewDBDlg
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"""
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class_name GDDBNewDBDlg
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extends Window
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signal create_new_db
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var m_current_db_name = ""
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void :
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$v_layout/buttons/ok_btn.connect("pressed", Callable(self, "on_ok_btn_pressed"))
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$v_layout/buttons/cancel_btn.connect("pressed", Callable(self, "on_cancel_btn_pressed"))
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connect("about_to_popup", Callable(self, "on_about_to_show"))
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$v_layout/db_info/db_edt.connect("text_changed", Callable(self, "on_text_changed"))
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$v_layout/db_info/db_edt.connect("text_submitted", Callable(self, "on_text_confirmed"))
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# Called when the node is about to be shown.
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func on_about_to_show() -> void :
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m_current_db_name = ""
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$v_layout/db_info/db_edt.set_text(m_current_db_name)
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# called everytime the text is changed
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func on_text_changed(new_text: String) -> void :
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var change_text = true
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if(!gddb_globals.check_db_name(new_text)):
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change_text = false
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else:
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if(new_text.length() > gddb_constants.c_max_db_name_len):
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change_text = false
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else:
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change_text = true
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if(change_text):
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m_current_db_name = $v_layout/db_info/db_edt.get_text()
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else:
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$v_layout/db_info/db_edt.set_text(m_current_db_name)
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$v_layout/db_info/db_edt.set_caret_column(m_current_db_name.length())
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# called when the user presses the ENTER key
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func on_text_confirmed(text : String) -> void :
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# print("GDDBNewDBDlg::on_text_confirmed(" + text + ")")
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if(m_current_db_name.is_empty()):
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return
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handle_db_name()
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hide()
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# called when the OK button is pressed
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func on_ok_btn_pressed() -> void :
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if(!m_current_db_name.is_empty()):
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handle_db_name()
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# called when the Cancel button is pressed
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func on_cancel_btn_pressed() -> void :
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hide()
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# handles the name of the database
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func handle_db_name() -> void :
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emit_signal("create_new_db", m_current_db_name)
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