Initial commit: Theriapolis baseline at port/godot branch point

Captures the pre-Godot-port state of the codebase. This is the rollback
anchor for the Godot port (M0 of theriapolis-rpg-implementation-plan-godot-port.md).
All Phase 0 through Phase 6.5 work is included; Phase 7 is in flight.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Christopher Wiebe
2026-04-30 20:40:51 -07:00
commit b451f83174
525 changed files with 75786 additions and 0 deletions
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Theriapolis.Game.CodexUI.Core;
namespace Theriapolis.Game.CodexUI.Widgets;
/// <summary>
/// Single-child container that paints a parchment fill and a 1-px ink rule
/// border. The review-step summary blocks and the aside container both use
/// this; for borderless wrappers (e.g. the page's main column) just nest in
/// a <see cref="Column"/> instead.
/// </summary>
public sealed class CodexPanel : CodexWidget
{
public CodexWidget? Child { get; set; }
public Color BackgroundColor { get; set; } = CodexColors.Bg2;
public Color BorderColor { get; set; } = CodexColors.Rule;
public bool Bordered { get; set; } = true;
public Thickness Inset { get; set; } = new(18, 18, 20, 18);
private readonly CodexAtlas _atlas;
public CodexPanel(CodexAtlas atlas, CodexWidget? child = null)
{
_atlas = atlas;
Child = child;
if (child is not null) child.Parent = this;
}
protected override Point MeasureCore(Point available)
{
if (Child is null) return new Point(Inset.HorizontalSum(), Inset.VerticalSum());
var inner = new Point(available.X - Inset.HorizontalSum(), available.Y - Inset.VerticalSum());
var s = Child.Measure(inner);
return new Point(s.X + Inset.HorizontalSum(), s.Y + Inset.VerticalSum());
}
protected override void ArrangeCore(Rectangle bounds)
{
Child?.Arrange(new Rectangle(
bounds.X + Inset.Left,
bounds.Y + Inset.Top,
bounds.Width - Inset.HorizontalSum(),
bounds.Height - Inset.VerticalSum()));
}
public override void Update(GameTime gt, CodexInput input) => Child?.Update(gt, input);
public override void Draw(SpriteBatch sb, GameTime gt)
{
sb.Draw(_atlas.Pixel, Bounds, BackgroundColor);
if (Bordered)
{
sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Y, Bounds.Width, 1), BorderColor);
sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Bottom - 1, Bounds.Width, 1), BorderColor);
sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Y, 1, Bounds.Height), BorderColor);
sb.Draw(_atlas.Pixel, new Rectangle(Bounds.Right - 1, Bounds.Y, 1, Bounds.Height), BorderColor);
}
Child?.Draw(sb, gt);
}
}