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
@@ -55,10 +55,10 @@ architecture test gets a one-line update (the forbidden namespace becomes
dungeon, plus the Phase-7 dialogue→combat overlay. *Visual* parity with
today's CodexUI is **not** a goal — the React prototype is the new
baseline. Behavioural parity (what each screen *does*) is the goal.
5. **Ship all three themes.** Parchment (default), dark (leather &
candlelight), blood (warm crimson). The React prototype already designed
them; Godot's Theme + ThemeVariation system makes shipping all three
approximately free. Theme is a runtime player setting, not a dev tweak.
5. **Ship the dark theme only.** The React prototype designed Parchment,
Dark, and Blood; the user's call during M5 is that only Dark (leather +
candlelight) is wanted for this game. Parchment and Blood are dropped
from scope. No runtime theme switcher — there is one theme.
6. **Tests still green.** All ~700 Core/worldgen/determinism/save tests pass
unchanged. Project builds and runs `dotnet test` and the headless
`Theriapolis.Tools` CLI exactly as before.
@@ -270,8 +270,7 @@ only; do not preserve its visual choices.
| React prototype (CharacterCreator.zip) | Godot equivalent |
|-----------------------------------------------------|--------------------------------------------------------|
| CSS custom properties (`--bg`, `--ink`, `--gild`, ...) | `Theme` resource type variations (one per theme) |
| `[data-theme="dark"]` / `[data-theme="blood"]` | `ThemeVariation` resources, switched via player setting|
| CSS custom properties (`--bg`, `--ink`, `--gild`, ...) | Single `Theme` resource constructed in `CodexTheme.cs`|
| `.codex-header`, `.codex-title`, `.codex-sub` | `PanelContainer` + `Label` with display font theme |
| `.stepper` / `.step` / `.step.active/.complete/.locked` | Custom `HBoxContainer` script with state-driven theme |
| `.page` (two-column main + aside) | `HSplitContainer` or `HBoxContainer` (fixed ratio) |
@@ -384,8 +383,8 @@ foundation every subsequent screen builds on.
`--bg` / `--ink` / `--gild` / `--seal` / `--rule` mapped to Theme constants;
display + body fonts as Theme default fonts; standard spacing/radius
constants.
- `Theme/Variations/dark.tres` and `Theme/Variations/blood.tres`: ThemeVariations
for the other two themes. Player setting selects the active variation.
- ~~Theme variations for Parchment + Blood~~ — dropped during M5 per
user decision; Dark only.
- Fonts: copy Cormorant Garamond, Crimson Pro, Spectral, EB Garamond, Cinzel,
Uncial Antiqua, JetBrains Mono into `res://Fonts/`. Bundle as `FontFile`
resources at the sizes the prototype uses (verify by spot-rendering each).
@@ -712,8 +711,8 @@ The bright line: **anything that touches `WorldState`, `PlayerCharacter`,
default. The Theme must scale legibly across 1920×1080 / 2560×1440 /
3840×2160. F11 (or `--windowed`) toggles to a windowed mode for
iteration. Configured in M9.
4. **Default theme.** Parchment. Dark and blood ship as player-selectable
variations in the existing settings screen.
4. **Theme.** Dark only (leather + candlelight palette). Parchment and
Blood dropped from scope during M5; no runtime theme switcher.
### Open questions for the user / project lead