Files
TheriapolisV3/Theriapolis.Godot/Scenes/Wizard.cs
T

167 lines
6.1 KiB
C#
Raw Normal View History

using Godot;
namespace Theriapolis.GodotHost.Scenes;
/// <summary>
/// Character creation wizard shell. Mirrors <c>src/app.jsx</c> per
/// GODOT_PORTING_GUIDE.md §4: header + stepper + page (step + aside) +
/// nav bar. Owns the <see cref="CharacterDraft"/> resource and dispatches
/// each step's content into the StepHost.
///
/// Default theme only at this layer — per guide §12 (build order),
/// the parchment Theme lands as a final pass once structural correctness
/// is verified. Until then, font/colour issues are clearly font/colour
/// issues, not layout issues.
/// </summary>
public partial class Wizard : Control
{
[Signal] public delegate void BackToTitleEventHandler();
private static readonly string[] StepKeys =
{ "clade", "species", "class", "subclass", "background", "stats", "skills", "review" };
private static readonly string[] StepNames =
{ "Clade", "Species", "Calling", "Subclass", "History", "Abilities", "Skills", "Sign" };
public UI.CharacterDraft Character { get; private set; } = null!;
private UI.Widgets.CodexStepper _stepper = null!;
private Control _stepHost = null!;
private Label _folioLabel = null!;
private Label _validation = null!;
private Label _navProgress = null!;
private Button _backBtn = null!;
private Button _nextBtn = null!;
private int _step;
private Steps.IStep? _activeStep;
private static readonly System.Type?[] StepTypes =
{
typeof(Steps.StepClade), // 0 Clade — implemented
null, // 1 Species
null, // 2 Calling
null, // 3 Subclass
null, // 4 History
null, // 5 Abilities
null, // 6 Skills
null, // 7 Sign
};
public override void _Ready()
{
Character = new UI.CharacterDraft();
_stepper = GetNode<UI.Widgets.CodexStepper>("%Stepper");
_stepHost = GetNode<Control>("%StepHost");
_folioLabel = GetNode<Label>("%FolioLabel");
_validation = GetNode<Label>("%ValidationLabel");
_navProgress = GetNode<Label>("%NavProgress");
_backBtn = GetNode<Button>("%BackButton");
_nextBtn = GetNode<Button>("%NextButton");
var aside = GetNode<Aside>("%Aside");
aside.SetDraft(Character);
_stepper.StepClicked += OnStepperClicked;
_backBtn.Pressed += OnBackPressed;
_nextBtn.Pressed += OnNextPressed;
Character.Changed += UpdateChrome;
SwitchToStep(0);
}
// ──────────────────────────────────────────────────────────────────────
// Step lifecycle
private void SwitchToStep(int index)
{
if (index < 0 || index >= StepKeys.Length) return;
_step = index;
foreach (var c in _stepHost.GetChildren()) c.QueueFree();
_activeStep = null;
var t = StepTypes[index];
if (t is null)
{
_stepHost.AddChild(new Label
{
Text = $"{StepNames[index]} step — coming soon.",
});
}
else
{
var instance = (Steps.IStep)System.Activator.CreateInstance(t)!;
_activeStep = instance;
instance.Bind(Character);
_stepHost.AddChild((Control)instance);
}
UpdateChrome();
}
private void OnStepperClicked(int index)
{
if (index <= _step) { SwitchToStep(index); return; }
// Forward jump requires current step satisfied. Unimplemented future
// steps still accept the jump — SwitchToStep will show a placeholder.
if (_activeStep?.Validate() is not null) return;
SwitchToStep(index);
}
private void OnBackPressed()
{
if (_step == 0) { EmitSignal(SignalName.BackToTitle); return; }
SwitchToStep(_step - 1);
}
private void OnNextPressed()
{
if (_step < StepKeys.Length - 1) SwitchToStep(_step + 1);
}
// ──────────────────────────────────────────────────────────────────────
// Chrome (header, stepper, nav-bar) refresh
private void UpdateChrome()
{
_folioLabel.Text = $"Folio {Roman(_step + 1)} of VIII — {StepNames[_step]}";
bool valid = _activeStep?.Validate() is null;
string? err = _activeStep?.Validate();
_validation.Text = err ?? (_step == StepKeys.Length - 1 ? "Ready to sign" : "Folio complete");
_nextBtn.Disabled = !valid;
_nextBtn.Visible = _step < StepKeys.Length - 1;
_backBtn.Text = _step == 0 ? "← Title" : "← Back";
_navProgress.Text = $"{_step + 1} / {StepKeys.Length}";
RebuildStepperStates(valid);
}
private void RebuildStepperStates(bool currentSatisfied)
{
// Mirrors app.jsx's lock semantics: a step is Locked iff some EARLIER
// step is unsatisfied. "Type not yet implemented" doesn't affect the
// lock state — clicking an unimplemented step just shows a placeholder.
var states = new UI.Widgets.CodexStepper.StepState[StepNames.Length];
for (int i = 0; i < StepNames.Length; i++)
{
if (i == _step)
states[i] = UI.Widgets.CodexStepper.StepState.Active;
else if (i < _step)
states[i] = UI.Widgets.CodexStepper.StepState.Complete;
else
states[i] = currentSatisfied
? UI.Widgets.CodexStepper.StepState.Pending
: UI.Widgets.CodexStepper.StepState.Locked;
}
_stepper.SetSteps(StepNames, states);
}
private static string Roman(int n) => n switch
{
1 => "I", 2 => "II", 3 => "III", 4 => "IV",
5 => "V", 6 => "VI", 7 => "VII", 8 => "VIII",
_ => n.ToString(),
};
}