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>
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using Godot;
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namespace Theriapolis.GodotHost.UI.Widgets;
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/// <summary>
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/// Hoverable text trigger that shows a floating popover with name + optional
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/// tag + description. Mirrors <c>src/trait-hint.jsx</c> from the React
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/// prototype — viewport-clamp horizontally and vertically, flip above/below
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/// based on available space, 80ms grace period when moving from trigger to
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/// popover so the popover stays open across the gap.
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///
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/// Used by future TraitName, SkillChip, BonusPill widgets — the React
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/// version layers className differences on top of this same primitive.
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/// </summary>
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public partial class CodexPopover : Control
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{
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[Export] public string TriggerText { get; set; } = "trait";
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[Export] public string Title { get; set; } = "";
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[Export] public string Tag { get; set; } = "";
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[Export] public string Description { get; set; } = "";
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[Export] public bool Detriment { get; set; }
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private const float GracePeriodSec = 0.08f; // ~80 ms — matches trait-hint.jsx
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private const float ArrowOffset = 6f;
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private const int ViewportPad = 8;
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private Label _trigger = null!;
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private PanelContainer? _popover;
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private Timer _closeTimer = null!;
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private bool _hovering;
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public override void _Ready()
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{
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_trigger = new Label
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{
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Text = string.IsNullOrEmpty(Title) ? TriggerText : Title,
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ThemeTypeVariation = "Label",
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MouseFilter = MouseFilterEnum.Stop,
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};
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_trigger.MouseEntered += OnTriggerEntered;
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_trigger.MouseExited += OnTriggerExited;
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AddChild(_trigger);
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_closeTimer = new Timer { OneShot = true, WaitTime = GracePeriodSec };
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_closeTimer.Timeout += HidePopover;
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AddChild(_closeTimer);
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CustomMinimumSize = _trigger.GetMinimumSize();
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}
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public override void _Notification(int what)
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{
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// Make sure the popover is freed if the trigger is removed.
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if (what == NotificationExitTree && _popover is not null)
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{
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_popover.QueueFree();
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_popover = null;
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}
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}
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private void OnTriggerEntered()
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{
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_hovering = true;
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_closeTimer.Stop();
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ShowPopover();
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}
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private void OnTriggerExited()
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{
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_hovering = false;
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_closeTimer.Start();
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}
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private void OnPopoverEntered()
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{
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_closeTimer.Stop();
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}
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private void OnPopoverExited()
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{
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_closeTimer.Start();
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}
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private void ShowPopover()
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{
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if (_popover is not null && IsInstanceValid(_popover)) { Reposition(); return; }
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_popover = BuildPopoverPanel();
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_popover.MouseEntered += OnPopoverEntered;
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_popover.MouseExited += OnPopoverExited;
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var canvas = new CanvasLayer { Layer = 100 };
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canvas.Name = "CodexPopoverCanvas";
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canvas.AddChild(_popover);
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// Attach the canvas layer to the scene's root viewport so the popover
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// floats above every other UI element regardless of where the trigger
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// lives in the tree.
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GetTree().Root.AddChild(canvas);
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// One frame later, the panel has its laid-out size; reposition with
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// viewport clamp + flip-above logic.
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CallDeferred(MethodName.Reposition);
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}
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private void HidePopover()
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{
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if (_popover is null) return;
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// Free the canvas layer parent (which owns the popover).
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_popover.GetParent()?.QueueFree();
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_popover = null;
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}
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private PanelContainer BuildPopoverPanel()
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{
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var panel = new PanelContainer
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{
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ThemeTypeVariation = "CodexPopover",
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MouseFilter = MouseFilterEnum.Pass,
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ZIndex = 100,
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// Detriment popovers swap to the seal-coloured stylebox.
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// Theme stylebox names live under "panel" for the default and
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// "panel_detriment" for the variant; we set whichever via override.
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};
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if (Detriment && panel.HasThemeStylebox("panel_detriment", "CodexPopover"))
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{
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var box = panel.GetThemeStylebox("panel_detriment", "CodexPopover");
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panel.AddThemeStyleboxOverride("panel", box);
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}
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var vbox = new VBoxContainer { CustomMinimumSize = new Vector2(220, 0) };
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panel.AddChild(vbox);
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var nameRow = new HBoxContainer();
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nameRow.AddChild(new Label
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{
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Text = string.IsNullOrEmpty(Title) ? TriggerText : Title,
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ThemeTypeVariation = "H3",
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});
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if (!string.IsNullOrEmpty(Tag))
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{
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var tagPill = new Label
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{
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Text = Tag.ToUpperInvariant(),
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ThemeTypeVariation = "ValidationOk",
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};
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nameRow.AddChild(tagPill);
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}
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if (Detriment)
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{
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var detPill = new Label
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{
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Text = "DETRIMENT",
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ThemeTypeVariation = "ValidationOk",
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};
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nameRow.AddChild(detPill);
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}
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vbox.AddChild(nameRow);
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if (!string.IsNullOrEmpty(Description))
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{
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var desc = new Label
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{
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Text = Description,
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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ThemeTypeVariation = "CardBody",
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};
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vbox.AddChild(desc);
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}
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return panel;
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}
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private void Reposition()
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{
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if (_popover is null || !IsInstanceValid(_popover)) return;
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var viewport = GetViewport().GetVisibleRect();
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var trig = _trigger.GetGlobalRect();
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var size = _popover.GetCombinedMinimumSize();
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float left = trig.Position.X;
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float top = trig.Position.Y + trig.Size.Y + ArrowOffset;
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bool flippedAbove = false;
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if (top + size.Y + ViewportPad > viewport.Size.Y &&
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trig.Position.Y - ArrowOffset - size.Y >= ViewportPad)
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{
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top = trig.Position.Y - ArrowOffset - size.Y;
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flippedAbove = true;
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}
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if (left + size.X + ViewportPad > viewport.Size.X)
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left = viewport.Size.X - size.X - ViewportPad;
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if (left < ViewportPad) left = ViewportPad;
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if (top + size.Y + ViewportPad > viewport.Size.Y)
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top = viewport.Size.Y - size.Y - ViewportPad;
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if (top < ViewportPad) top = ViewportPad;
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_popover.Position = new Vector2(left, top);
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_popover.Size = size;
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// flippedAbove can drive a future arrow image; we don't render an
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// arrow in M5 — the React version's CSS pseudo-element doesn't
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// map cleanly onto Godot's StyleBox. Border + shadow is sufficient.
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_ = flippedAbove;
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}
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public override void _Process(double delta)
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{
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// If the trigger is still mounted but the popover got orphaned for any
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// reason, drop our reference so a fresh hover re-creates it.
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if (_popover is not null && !IsInstanceValid(_popover)) _popover = null;
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}
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}
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