fix(ui): gdlint ordering — signals before enums, signal uses int for Mode

Moved signals above enum per gdlint class-definitions-order rule.
app_changed signal uses int instead of Mode type to avoid the
forward-reference that forced wrong ordering. Callers compare
against HudGroups.Mode.FULLSCREEN etc unchanged.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-05 11:25:22 +02:00
co-authored by Claude Opus 4.6
parent 2e01081de7
commit ffef2b3d54
3 changed files with 13 additions and 16 deletions
+1 -3
View File
@@ -14,6 +14,7 @@ extends Node2D
# FogOverlay (Node2D) — z:900 fog shader (OUTSIDE FogGroup)
var _last_tick: int = -1
var _occluded: bool = false # D-170: skip rendering when fullscreen implant app is covering us
@onready var tile_renderer = $FogGroup/FloorTiles
@onready var fog_renderer = $FogOverlay
@@ -21,9 +22,6 @@ var _last_tick: int = -1
@onready var sound_indicator_renderer = $SoundIndicators # #126 D-018 medium-range indicators
var _occluded: bool = false # D-170: skip rendering when fullscreen implant app is covering us
func _ready() -> void:
HudGroups.gameplay_occluded.connect(_on_gameplay_occluded)
print("WorldRenderer: Initialized (D-049 z-stack)")