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
@@ -0,0 +1,214 @@
using Godot;
namespace Theriapolis.GodotHost.UI.Widgets;
/// <summary>
/// Hoverable text trigger that shows a floating popover with name + optional
/// tag + description. Mirrors <c>src/trait-hint.jsx</c> from the React
/// prototype — viewport-clamp horizontally and vertically, flip above/below
/// based on available space, 80ms grace period when moving from trigger to
/// popover so the popover stays open across the gap.
///
/// Used by future TraitName, SkillChip, BonusPill widgets — the React
/// version layers className differences on top of this same primitive.
/// </summary>
public partial class CodexPopover : Control
{
[Export] public string TriggerText { get; set; } = "trait";
[Export] public string Title { get; set; } = "";
[Export] public string Tag { get; set; } = "";
[Export] public string Description { get; set; } = "";
[Export] public bool Detriment { get; set; }
private const float GracePeriodSec = 0.08f; // ~80 ms — matches trait-hint.jsx
private const float ArrowOffset = 6f;
private const int ViewportPad = 8;
private Label _trigger = null!;
private PanelContainer? _popover;
private Timer _closeTimer = null!;
private bool _hovering;
public override void _Ready()
{
_trigger = new Label
{
Text = string.IsNullOrEmpty(Title) ? TriggerText : Title,
ThemeTypeVariation = "Label",
MouseFilter = MouseFilterEnum.Stop,
};
_trigger.MouseEntered += OnTriggerEntered;
_trigger.MouseExited += OnTriggerExited;
AddChild(_trigger);
_closeTimer = new Timer { OneShot = true, WaitTime = GracePeriodSec };
_closeTimer.Timeout += HidePopover;
AddChild(_closeTimer);
CustomMinimumSize = _trigger.GetMinimumSize();
}
public override void _Notification(int what)
{
// Make sure the popover is freed if the trigger is removed.
if (what == NotificationExitTree && _popover is not null)
{
_popover.QueueFree();
_popover = null;
}
}
private void OnTriggerEntered()
{
_hovering = true;
_closeTimer.Stop();
ShowPopover();
}
private void OnTriggerExited()
{
_hovering = false;
_closeTimer.Start();
}
private void OnPopoverEntered()
{
_closeTimer.Stop();
}
private void OnPopoverExited()
{
_closeTimer.Start();
}
private void ShowPopover()
{
if (_popover is not null && IsInstanceValid(_popover)) { Reposition(); return; }
_popover = BuildPopoverPanel();
_popover.MouseEntered += OnPopoverEntered;
_popover.MouseExited += OnPopoverExited;
var canvas = new CanvasLayer { Layer = 100 };
canvas.Name = "CodexPopoverCanvas";
canvas.AddChild(_popover);
// Attach the canvas layer to the scene's root viewport so the popover
// floats above every other UI element regardless of where the trigger
// lives in the tree.
GetTree().Root.AddChild(canvas);
// One frame later, the panel has its laid-out size; reposition with
// viewport clamp + flip-above logic.
CallDeferred(MethodName.Reposition);
}
private void HidePopover()
{
if (_popover is null) return;
// Free the canvas layer parent (which owns the popover).
_popover.GetParent()?.QueueFree();
_popover = null;
}
private PanelContainer BuildPopoverPanel()
{
var panel = new PanelContainer
{
ThemeTypeVariation = "CodexPopover",
MouseFilter = MouseFilterEnum.Pass,
ZIndex = 100,
// Detriment popovers swap to the seal-coloured stylebox.
// Theme stylebox names live under "panel" for the default and
// "panel_detriment" for the variant; we set whichever via override.
};
if (Detriment && panel.HasThemeStylebox("panel_detriment", "CodexPopover"))
{
var box = panel.GetThemeStylebox("panel_detriment", "CodexPopover");
panel.AddThemeStyleboxOverride("panel", box);
}
var vbox = new VBoxContainer { CustomMinimumSize = new Vector2(220, 0) };
panel.AddChild(vbox);
var nameRow = new HBoxContainer();
nameRow.AddChild(new Label
{
Text = string.IsNullOrEmpty(Title) ? TriggerText : Title,
ThemeTypeVariation = "H3",
});
if (!string.IsNullOrEmpty(Tag))
{
var tagPill = new Label
{
Text = Tag.ToUpperInvariant(),
ThemeTypeVariation = "ValidationOk",
};
nameRow.AddChild(tagPill);
}
if (Detriment)
{
var detPill = new Label
{
Text = "DETRIMENT",
ThemeTypeVariation = "ValidationOk",
};
nameRow.AddChild(detPill);
}
vbox.AddChild(nameRow);
if (!string.IsNullOrEmpty(Description))
{
var desc = new Label
{
Text = Description,
AutowrapMode = TextServer.AutowrapMode.WordSmart,
ThemeTypeVariation = "CardBody",
};
vbox.AddChild(desc);
}
return panel;
}
private void Reposition()
{
if (_popover is null || !IsInstanceValid(_popover)) return;
var viewport = GetViewport().GetVisibleRect();
var trig = _trigger.GetGlobalRect();
var size = _popover.GetCombinedMinimumSize();
float left = trig.Position.X;
float top = trig.Position.Y + trig.Size.Y + ArrowOffset;
bool flippedAbove = false;
if (top + size.Y + ViewportPad > viewport.Size.Y &&
trig.Position.Y - ArrowOffset - size.Y >= ViewportPad)
{
top = trig.Position.Y - ArrowOffset - size.Y;
flippedAbove = true;
}
if (left + size.X + ViewportPad > viewport.Size.X)
left = viewport.Size.X - size.X - ViewportPad;
if (left < ViewportPad) left = ViewportPad;
if (top + size.Y + ViewportPad > viewport.Size.Y)
top = viewport.Size.Y - size.Y - ViewportPad;
if (top < ViewportPad) top = ViewportPad;
_popover.Position = new Vector2(left, top);
_popover.Size = size;
// flippedAbove can drive a future arrow image; we don't render an
// arrow in M5 — the React version's CSS pseudo-element doesn't
// map cleanly onto Godot's StyleBox. Border + shadow is sufficient.
_ = flippedAbove;
}
public override void _Process(double delta)
{
// If the trigger is still mounted but the popover got orphaned for any
// reason, drop our reference so a fresh hover re-creates it.
if (_popover is not null && !IsInstanceValid(_popover)) _popover = null;
}
}
@@ -0,0 +1,168 @@
using System;
using System.Collections.Generic;
using Godot;
namespace Theriapolis.GodotHost.UI.Widgets;
/// <summary>
/// Codex stepper. Mirrors <c>.stepper / .step</c> in the React prototype:
/// horizontal grid of N steps, each with a Roman numeral and an uppercased
/// name. Per-step state drives colour and the gild-coloured underline:
/// Active (current), Complete (✓ + seal), Locked (✕ + dimmed). Click on
/// any non-locked step emits <see cref="StepClicked"/>.
///
/// Lock semantics mirror <c>app.jsx</c>: a step is locked iff some
/// earlier step has unmet validation. The owning screen passes a per-step
/// <see cref="StepState"/> array; this widget just renders.
/// </summary>
public partial class CodexStepper : HBoxContainer
{
public enum StepState { Pending, Active, Complete, Locked }
[Signal] public delegate void StepClickedEventHandler(int index);
private readonly List<StepEntry> _entries = new();
public void SetSteps(IReadOnlyList<string> names, IReadOnlyList<StepState> states)
{
if (names.Count != states.Count)
throw new ArgumentException("names and states must be the same length");
// Rebuild children from scratch — N is small (<=8) so this is cheap.
foreach (var child in GetChildren())
child.QueueFree();
_entries.Clear();
for (int i = 0; i < names.Count; i++)
{
var entry = BuildStep(i, names[i], states[i], isLast: i == names.Count - 1);
AddChild(entry.Container);
_entries.Add(entry);
}
}
private StepEntry BuildStep(int index, string name, StepState state, bool isLast)
{
// Outer cell — VBoxContainer with mouse handling on a button child
// so we get press events for click-to-jump. SizeFlagsHorizontal
// expand makes each cell take an equal share of the width.
var btn = new Button
{
ThemeTypeVariation = "GhostButton",
Flat = true,
FocusMode = FocusModeEnum.None,
CustomMinimumSize = new Vector2(0, 64),
SizeFlagsHorizontal = SizeFlags.ExpandFill,
ToggleMode = false,
};
// Build a vbox child for two stacked labels.
var vbox = new VBoxContainer
{
MouseFilter = MouseFilterEnum.Ignore,
SizeFlagsHorizontal = SizeFlags.ExpandFill,
SizeFlagsVertical = SizeFlags.ExpandFill,
Alignment = BoxContainer.AlignmentMode.Center,
};
btn.AddChild(vbox);
var num = new Label
{
Text = state == StepState.Locked ? "✕" : Roman(index + 1),
HorizontalAlignment = HorizontalAlignment.Center,
ThemeTypeVariation = "StepperNum",
MouseFilter = MouseFilterEnum.Ignore,
};
vbox.AddChild(num);
var lbl = new Label
{
Text = name.ToUpperInvariant(),
HorizontalAlignment = HorizontalAlignment.Center,
ThemeTypeVariation = "StepperName",
MouseFilter = MouseFilterEnum.Ignore,
};
vbox.AddChild(lbl);
ApplyStateColors(num, lbl, state);
if (state != StepState.Locked)
btn.Pressed += () => EmitSignal(SignalName.StepClicked, index);
else
btn.Disabled = true;
// The active step gets a 2-px gild underline. Implement as a
// ColorRect bottom-anchored at -1 within the button.
if (state == StepState.Active)
{
var underline = new ColorRect
{
Color = TryGetThemeColor("font_color", "Gild") ?? new Color("#b48a3c"),
MouseFilter = MouseFilterEnum.Ignore,
};
underline.AnchorTop = 1.0f;
underline.AnchorBottom = 1.0f;
underline.AnchorLeft = 0.14f;
underline.AnchorRight = 0.86f;
underline.OffsetTop = -2;
underline.OffsetBottom = 0;
btn.AddChild(underline);
}
return new StepEntry(btn, num, lbl);
}
private static void ApplyStateColors(Label num, Label name, StepState state)
{
// Default theme colours come from the StepperNum/StepperName variations
// (ink-mute). State overrides bring active steps to ink and complete
// to seal-red. Locked uses the dim default plus reduced opacity.
Color? numColor = state switch
{
StepState.Active => TryGetGlobalThemeColor("Ink", new Color("#2b1d10")),
StepState.Complete => TryGetGlobalThemeColor("Seal", new Color("#7a1f12")),
_ => null,
};
Color? nameColor = state switch
{
StepState.Active => TryGetGlobalThemeColor("Ink", new Color("#2b1d10")),
_ => null,
};
if (numColor.HasValue) num.AddThemeColorOverride("font_color", numColor.Value);
if (nameColor.HasValue) name.AddThemeColorOverride("font_color", nameColor.Value);
if (state == StepState.Complete)
num.Text = "✓ " + num.Text;
if (state == StepState.Locked)
{
num.Modulate = new Color(1, 1, 1, 0.45f);
name.Modulate = new Color(1, 1, 1, 0.45f);
}
}
private static Color? TryGetGlobalThemeColor(string name, Color fallback) => fallback;
private Color? TryGetThemeColor(string property, string variation)
{
if (HasThemeColor(property, variation)) return GetThemeColor(property, variation);
return null;
}
private static string Roman(int n) => n switch
{
1 => "I",
2 => "II",
3 => "III",
4 => "IV",
5 => "V",
6 => "VI",
7 => "VII",
8 => "VIII",
9 => "IX",
10 => "X",
_ => n.ToString(),
};
private readonly record struct StepEntry(Button Container, Label Num, Label Name);
}