M5: Codex design system (dark theme) + kitchen-sink

Programmatic Theme builder + reusable popover and stepper widgets,
ported from CharacterCreator.zip's :root design tokens. Kitchen-sink
scene exercises every primitive for visual eyeballing.

CodexPalette.cs:
  Color tokens lifted verbatim from the React prototype's `:root`
  block (--bg, --ink, --gild, --seal, etc.). Variable names mirror
  the CSS so the audit trail stays readable. Spacing locked at the
  prototype's normal density (--gap=24, --pad=28, --radius=2).

  Scope cut: only the Dark theme ships. The React prototype designed
  Parchment, Dark, and Blood as switchable variations — user direction
  during M5 is that only Dark (leather + candlelight) is wanted for
  this game. Parchment/Blood code dropped, plan doc updated to match
  (§1 goal #5, §4.5 UI map, §5 M5 scope, §10 resolved decisions #4).
  No runtime theme switcher.

CodexTheme.Build():
  Programmatically constructs a Godot Theme from CodexPalette.Dark
  plus CodexSpacing/CodexType tokens. Configures Panel, Card,
  CodexPopover styleboxes; Label variations for H1..H4, CodexTitle,
  Eyebrow, Meta, ValidationOk/Error, CardName/Body/Meta, StepperNum/
  Name; Button + PrimaryButton + GhostButton variants; LineEdit,
  CheckBox, scrollbar styling.

  Fonts: looks for CormorantGaramond / CrimsonPro / JetBrainsMono
  TTFs in res://Fonts/ (or Content/Fonts/) and graceful-falls-back to
  Godot defaults if missing. M5 ships with no fonts in repo; user can
  drop them in later for typography parity with the React prototype.

CodexPopover.cs:
  Hoverable text trigger + floating PanelContainer, mirrors
  src/trait-hint.jsx. Viewport-clamps horizontally and vertically;
  flips above the trigger if there's no room below; 80 ms grace
  period when moving cursor from trigger to popover. Detriment
  variant uses the seal-coloured stylebox. Future TraitName /
  SkillChip / BonusPill widgets layer className differences on top.

CodexStepper.cs:
  Roman-numeral horizontal stepper with Pending / Active / Complete /
  Locked states. Active step gets a 2-px gild underline, Complete
  shows a ✓ in seal-red, Locked shows ✕ + 0.45 modulate. Emits
  StepClicked(int) for non-locked rows. M5 is decorative — M6 wires
  the signal to the character-creation state machine.

KitchenSink.cs + Main.cs --codex-test:
  Verification scene rendering every primitive (header, stepper,
  buttons, inputs, cards, trait popovers). Clicks log to console.
  Fonts default to Godot's Noto Sans until res://Fonts/ is populated.

Closes M5 of theriapolis-rpg-implementation-plan-godot-port.md.
Next: M6 (title + character creation).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Christopher Wiebe
2026-05-01 20:29:22 -07:00
parent 42d66c00c3
commit 953bb985ad
7 changed files with 1033 additions and 10 deletions
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using Godot;
namespace Theriapolis.GodotHost.UI;
/// <summary>
/// Color, font, and spacing tokens lifted from
/// <c>CharacterCreator.zip/index.html</c>'s <c>:root</c> block. Variable
/// names mirror the React prototype's CSS custom properties so the audit
/// trail is readable: --bg, --ink, --gild, --seal, etc.
///
/// Single theme ships: Dark (leather + candlelight). The React prototype
/// shipped Parchment and Blood as alternates and Compact density as a dev
/// toggle; per user direction during M5, only Dark is needed for this
/// game and the rest are dropped from scope (port plan §10 resolved
/// decisions).
/// </summary>
public struct CodexPalette
{
public Color Bg, Bg2, BgDeep, Ink, InkSoft, InkMute, Rule, Gild, Seal, Seal2, Accent;
public static readonly CodexPalette Dark = new()
{
Bg = Hex("#1c1410"),
Bg2 = Hex("#261b14"),
BgDeep = Hex("#100a07"),
Ink = Hex("#f0e2c4"),
InkSoft = Hex("#d4be90"),
InkMute = Hex("#8c7651"),
Rule = Hex("#6b5635"),
Gild = Hex("#d8a84a"),
Seal = Hex("#b03021"),
Seal2 = Hex("#7a1f12"),
Accent = Hex("#d8a84a"),
};
private static Color Hex(string s) => new(s);
}
/// <summary>
/// Spacing + radius tokens. Density is locked at "normal" per port plan
/// §10 (compact mode dropped from scope).
/// </summary>
public static class CodexSpacing
{
public const int Gap = 24; // --gap
public const int Pad = 28; // --pad
public const int Radius = 2; // --radius
}
/// <summary>
/// Font-size + letter-spacing tokens. Sizes are in px, matching the CSS.
/// Letter-spacing values are in em multiplied by 1000 (em isn't a Godot
/// concept; we use it for documentation only — see CodexTheme for actual
/// Theme constant assignment).
/// </summary>
public static class CodexType
{
// Headings (h1..h4)
public const int H1Size = 38;
public const int H2Size = 28;
public const int H3Size = 20;
public const int H4Size = 14;
// Body / display
public const int BodySize = 14;
public const int BodyLargeSize = 15;
// Mono micro-text (eyebrows, meta lines, codex-sub)
public const int MonoEyebrowSize = 11;
public const int MonoSmallSize = 10;
public const int MonoXSmallSize = 9;
// Codex title (.codex-title)
public const int CodexTitleSize = 28;
// Card components
public const int CardNameSize = 22;
public const int CardBodySize = 14;
// Buttons
public const int BtnSize = 16;
public const int BtnSmallSize = 13;
// Stepper
public const int StepperNumSize = 22;
public const int StepperNameSize = 10;
}