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 System;
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using System.Collections.Generic;
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using Godot;
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namespace Theriapolis.GodotHost.UI.Widgets;
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/// <summary>
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/// Codex stepper. Mirrors <c>.stepper / .step</c> in the React prototype:
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/// horizontal grid of N steps, each with a Roman numeral and an uppercased
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/// name. Per-step state drives colour and the gild-coloured underline:
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/// Active (current), Complete (✓ + seal), Locked (✕ + dimmed). Click on
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/// any non-locked step emits <see cref="StepClicked"/>.
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///
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/// Lock semantics mirror <c>app.jsx</c>: a step is locked iff some
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/// earlier step has unmet validation. The owning screen passes a per-step
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/// <see cref="StepState"/> array; this widget just renders.
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/// </summary>
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public partial class CodexStepper : HBoxContainer
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{
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public enum StepState { Pending, Active, Complete, Locked }
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[Signal] public delegate void StepClickedEventHandler(int index);
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private readonly List<StepEntry> _entries = new();
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public void SetSteps(IReadOnlyList<string> names, IReadOnlyList<StepState> states)
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{
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if (names.Count != states.Count)
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throw new ArgumentException("names and states must be the same length");
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// Rebuild children from scratch — N is small (<=8) so this is cheap.
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foreach (var child in GetChildren())
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child.QueueFree();
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_entries.Clear();
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for (int i = 0; i < names.Count; i++)
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{
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var entry = BuildStep(i, names[i], states[i], isLast: i == names.Count - 1);
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AddChild(entry.Container);
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_entries.Add(entry);
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}
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}
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private StepEntry BuildStep(int index, string name, StepState state, bool isLast)
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{
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// Outer cell — VBoxContainer with mouse handling on a button child
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// so we get press events for click-to-jump. SizeFlagsHorizontal
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// expand makes each cell take an equal share of the width.
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var btn = new Button
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{
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ThemeTypeVariation = "GhostButton",
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Flat = true,
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FocusMode = FocusModeEnum.None,
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CustomMinimumSize = new Vector2(0, 64),
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SizeFlagsHorizontal = SizeFlags.ExpandFill,
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ToggleMode = false,
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};
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// Build a vbox child for two stacked labels.
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var vbox = new VBoxContainer
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{
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MouseFilter = MouseFilterEnum.Ignore,
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SizeFlagsHorizontal = SizeFlags.ExpandFill,
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SizeFlagsVertical = SizeFlags.ExpandFill,
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Alignment = BoxContainer.AlignmentMode.Center,
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};
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btn.AddChild(vbox);
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var num = new Label
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{
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Text = state == StepState.Locked ? "✕" : Roman(index + 1),
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HorizontalAlignment = HorizontalAlignment.Center,
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ThemeTypeVariation = "StepperNum",
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MouseFilter = MouseFilterEnum.Ignore,
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};
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vbox.AddChild(num);
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var lbl = new Label
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{
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Text = name.ToUpperInvariant(),
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HorizontalAlignment = HorizontalAlignment.Center,
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ThemeTypeVariation = "StepperName",
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MouseFilter = MouseFilterEnum.Ignore,
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};
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vbox.AddChild(lbl);
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ApplyStateColors(num, lbl, state);
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if (state != StepState.Locked)
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btn.Pressed += () => EmitSignal(SignalName.StepClicked, index);
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else
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btn.Disabled = true;
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// The active step gets a 2-px gild underline. Implement as a
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// ColorRect bottom-anchored at -1 within the button.
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if (state == StepState.Active)
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{
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var underline = new ColorRect
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{
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Color = TryGetThemeColor("font_color", "Gild") ?? new Color("#b48a3c"),
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MouseFilter = MouseFilterEnum.Ignore,
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};
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underline.AnchorTop = 1.0f;
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underline.AnchorBottom = 1.0f;
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underline.AnchorLeft = 0.14f;
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underline.AnchorRight = 0.86f;
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underline.OffsetTop = -2;
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underline.OffsetBottom = 0;
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btn.AddChild(underline);
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}
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return new StepEntry(btn, num, lbl);
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}
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private static void ApplyStateColors(Label num, Label name, StepState state)
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{
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// Default theme colours come from the StepperNum/StepperName variations
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// (ink-mute). State overrides bring active steps to ink and complete
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// to seal-red. Locked uses the dim default plus reduced opacity.
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Color? numColor = state switch
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{
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StepState.Active => TryGetGlobalThemeColor("Ink", new Color("#2b1d10")),
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StepState.Complete => TryGetGlobalThemeColor("Seal", new Color("#7a1f12")),
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_ => null,
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};
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Color? nameColor = state switch
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{
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StepState.Active => TryGetGlobalThemeColor("Ink", new Color("#2b1d10")),
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_ => null,
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};
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if (numColor.HasValue) num.AddThemeColorOverride("font_color", numColor.Value);
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if (nameColor.HasValue) name.AddThemeColorOverride("font_color", nameColor.Value);
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if (state == StepState.Complete)
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num.Text = "✓ " + num.Text;
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if (state == StepState.Locked)
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{
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num.Modulate = new Color(1, 1, 1, 0.45f);
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name.Modulate = new Color(1, 1, 1, 0.45f);
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}
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}
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private static Color? TryGetGlobalThemeColor(string name, Color fallback) => fallback;
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private Color? TryGetThemeColor(string property, string variation)
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{
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if (HasThemeColor(property, variation)) return GetThemeColor(property, variation);
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return null;
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}
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private static string Roman(int n) => n switch
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{
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1 => "I",
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2 => "II",
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3 => "III",
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4 => "IV",
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5 => "V",
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6 => "VI",
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7 => "VII",
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8 => "VIII",
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9 => "IX",
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10 => "X",
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_ => n.ToString(),
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};
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private readonly record struct StepEntry(Button Container, Label Num, Label Name);
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}
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