M6.3: Trait popovers — shared PopoverLayer + TraitChip triggers
Per GODOT_PORTING_GUIDE.md §6 (and §12 build order — popovers before
the easy card-grid steps because traits/skills/bonuses surface them
everywhere). One reusable popover panel; lightweight chip triggers.
Scenes/Widgets/PopoverLayer.cs:
CanvasLayer added once as a child of Wizard.tscn. Owns one
PanelContainer + close Timer; static Instance for chip-side access.
ShowFor(trigger, ...) populates and positions the popover at the
trigger's global rect with viewport clamp + flip-above logic
(mirrors src/trait-hint.jsx). 80 ms grace period when moving from
trigger to popover so the popover stays open across the gap.
Detriment popovers get a red Modulate as a placeholder for the
seal-coloured StyleBox the theming pass will install.
Scenes/Widgets/TraitChip.cs:
Lightweight PanelContainer + Label trigger. On MouseEntered asks
PopoverLayer.Instance to show; on MouseExited schedules close.
Pill styling deferred to theming (default Godot panel for now;
TraitChip / TraitChipDetriment styleboxes will land alongside
the parchment Theme pass).
Wizard.tscn:
PopoverLayer added as a top-level CanvasLayer child so popovers
float above every step's content regardless of where the trigger
is in the tree.
Steps/StepClade.cs:
Replaces the placeholder "{n} traits, {m} detriments" line with an
HFlowContainer of TraitChip per trait + per detriment. Hover any
chip → popover shows name + description (+ DETRIMENT tag for the
detriment chips).
Also: cards switched from Button to PanelContainer for content-
driven height. Button isn't a Container, so its intrinsic min
size didn't aggregate from the inner vbox — at higher trait
counts the chips overflowed into the cards below. PanelContainer
is a Container, so the card grows with its content. GuiInput
handles the click-to-select; selected state shown via Modulate
tint until the proper StyleBox swap lands in theming.
Closes M6.3. Per guide §12, next is M6.4 — easy card-grid steps
(Species / Calling / Subclass / History) variations on the StepClade
pattern, then StepSkills, then StepReview.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -1,8 +1,9 @@
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[gd_scene load_steps=4 format=3 uid="uid://wizard6m6v1"]
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[gd_scene load_steps=5 format=3 uid="uid://wizard6m6v1"]
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[ext_resource type="Script" path="res://Scenes/Wizard.cs" id="1_wizard"]
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[ext_resource type="Script" path="res://UI/Widgets/CodexStepper.cs" id="2_stepper"]
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[ext_resource type="PackedScene" path="res://Scenes/Aside.tscn" id="3_aside"]
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[ext_resource type="Script" path="res://Scenes/Widgets/PopoverLayer.cs" id="4_popover"]
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[node name="Wizard" type="Control"]
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anchors_preset = 15
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@@ -85,3 +86,6 @@ text = "1 / 8"
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[node name="NextButton" type="Button" parent="Wrap/Layout/NavBar"]
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unique_name_in_owner = true
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text = "Next ›"
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[node name="PopoverLayer" type="CanvasLayer" parent="."]
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script = ExtResource("4_popover")
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