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TheriapolisV3/Theriapolis.Godot/Scenes/Widgets/TraitChip.cs
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using Godot;
namespace Theriapolis.GodotHost.Scenes.Widgets;
/// <summary>
/// Small chip widget. The hover trigger for a trait/skill/detriment.
/// Per GODOT_PORTING_GUIDE.md §6.2: on mouse-enter, asks the shared
/// <see cref="PopoverLayer"/> to show the popover at this chip's global
/// rect; on exit, schedules close (popover stays alive if the cursor
/// then enters the popover itself).
///
/// Lightweight — every clade trait list, every skill row, every bonus
/// pill spawns several of these. The actual popover panel is a single
/// reused instance owned by PopoverLayer, not one per chip.
/// </summary>
public partial class TraitChip : PanelContainer
{
[Export] public string TraitName { get; set; } = "";
[Export] public string Description { get; set; } = "";
[Export] public string Tag { get; set; } = "";
[Export] public bool Detriment { get; set; }
private Label _label = null!;
public override void _Ready()
{
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// Pass so click events bubble up to the parent card's GuiInput
// (selecting the card). Hover signals fire regardless of filter
// mode — they're driven by cursor-rect intersection, not input
// event routing.
MouseFilter = MouseFilterEnum.Pass;
ApplyVariation();
_label = new Label
{
Text = TraitName,
MouseFilter = MouseFilterEnum.Ignore,
};
AddChild(_label);
MouseEntered += OnHoverEntered;
MouseExited += OnHoverExited;
}
public void SetTrait(string name, string description, string tag = "", bool detriment = false)
{
TraitName = name;
Description = description;
Tag = tag;
Detriment = detriment;
if (_label is not null) _label.Text = name;
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ApplyVariation();
}
private void ApplyVariation()
{
ThemeTypeVariation = Detriment ? "PillDetriment" : "Pill";
}
private void OnHoverEntered()
{
PopoverLayer.Instance?.ShowFor(this, TraitName, Description, Tag, Detriment);
}
private void OnHoverExited()
{
PopoverLayer.Instance?.ScheduleClose();
}
}