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 +1,168 @@
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);
}