2026-05-02 20:57:02 -07:00
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using Godot;
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namespace Theriapolis.GodotHost.Scenes.Widgets;
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/// <summary>
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/// Small chip widget. The hover trigger for a trait/skill/detriment.
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/// Per GODOT_PORTING_GUIDE.md §6.2: on mouse-enter, asks the shared
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/// <see cref="PopoverLayer"/> to show the popover at this chip's global
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/// rect; on exit, schedules close (popover stays alive if the cursor
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/// then enters the popover itself).
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///
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/// Lightweight — every clade trait list, every skill row, every bonus
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/// pill spawns several of these. The actual popover panel is a single
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/// reused instance owned by PopoverLayer, not one per chip.
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/// </summary>
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public partial class TraitChip : PanelContainer
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{
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[Export] public string TraitName { get; set; } = "";
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[Export] public string Description { get; set; } = "";
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[Export] public string Tag { get; set; } = "";
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[Export] public bool Detriment { get; set; }
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private Label _label = null!;
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public override void _Ready()
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{
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2026-05-03 22:04:24 -07:00
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// Pass so click events bubble up to the parent card's GuiInput
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// (selecting the card). Hover signals fire regardless of filter
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// mode — they're driven by cursor-rect intersection, not input
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// event routing.
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MouseFilter = MouseFilterEnum.Pass;
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ApplyVariation();
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2026-05-02 20:57:02 -07:00
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_label = new Label
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{
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Text = TraitName,
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MouseFilter = MouseFilterEnum.Ignore,
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};
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AddChild(_label);
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MouseEntered += OnHoverEntered;
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MouseExited += OnHoverExited;
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}
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public void SetTrait(string name, string description, string tag = "", bool detriment = false)
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{
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TraitName = name;
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Description = description;
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Tag = tag;
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Detriment = detriment;
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if (_label is not null) _label.Text = name;
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2026-05-03 22:04:24 -07:00
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ApplyVariation();
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}
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private void ApplyVariation()
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{
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ThemeTypeVariation = Detriment ? "PillDetriment" : "Pill";
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2026-05-02 20:57:02 -07:00
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}
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private void OnHoverEntered()
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{
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PopoverLayer.Instance?.ShowFor(this, TraitName, Description, Tag, Detriment);
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}
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private void OnHoverExited()
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{
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PopoverLayer.Instance?.ScheduleClose();
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}
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}
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