M6.7: Parchment theme pass
Lights up the M5 codex design system across the wizard. Default palette swaps from dark leather to aged-parchment cream with sealing-wax red selection emphasis, matching the React prototype's default theme variant. CodexTheme.Build() is applied at the wizard root so every step + Aside + popover cascades through it. Theme additions: - Parchment palette in CodexPalette (Dark retained as alt) - Type variations registered for Card, CodexPopover, Pill, PillDetriment, AbilityToken, AbilitySlot, SkillRow — without SetTypeVariation, panel-stylebox lookup falls through to Godot's default dark slate, which is what was happening to every bare PanelContainer before this pass. - panel_hover stylebox on Card (gild border) wired via CodexCard's MouseEntered/Exited helper; panel_selected bumped to 3px seal-red border + soft shadow so selection reads at a glance. Card selection refactor: - Replaced the warm-cream Modulate hint on cards with stylebox swaps via the new CodexCard.SetSelected helper. The Modulate approach was a no-op on cream-on-cream parchment; the stylebox swap looks the same on either palette. - Step intros + Aside section headers now use the existing Eyebrow / H2 / H3 / CardName / CardMeta / CardBody label variations. - Confirm button on Step VIII uses the PrimaryButton variation. Popover + chip behaviour: - PopoverLayer is now MouseFilter=Ignore so clicks/scroll/hover all pass through. Adjacent chips fire reliably even when the previous popover overlaps them spatially. - Dropped the 80ms grace timer; chip MouseExited closes immediately. - TraitChip MouseFilter Stop → Pass so clicks bubble up to the parent card's GuiInput (selecting the card). Misc: - Wizard._Ready inserts a backing Panel so the parchment Bg fills the canvas — Wizard root is a plain Control, which paints nothing. - CodexTheme font lookup tries Cormorant-Medium before -Regular and globalizes res://Fonts/ for runtime FontFile load (the previous fallback used ContentPaths which points at a sibling data tree). - StepStats final-score Label rendered at font_size 22 to match the AbilityToken die. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -61,8 +61,8 @@ public partial class StepStats : VBoxContainer, IStep
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var intro = new VBoxContainer();
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intro.AddThemeConstantOverride("separation", 6);
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AddChild(intro);
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intro.AddChild(new Label { Text = "FOLIO VI · ABILITIES" });
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intro.AddChild(new Label { Text = "Assign your Ability Scores" });
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intro.AddChild(new Label { Text = "FOLIO VI · ABILITIES", ThemeTypeVariation = "Eyebrow" });
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intro.AddChild(new Label { Text = "Assign your Ability Scores", ThemeTypeVariation = "H2" });
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intro.AddChild(new Label
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{
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Text = "Pick a method, then drag a value from the pool into one of the six "
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@@ -135,14 +135,17 @@ public partial class StepStats : VBoxContainer, IStep
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_bonusChips[captured] = bonus;
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row.AddChild(bonus);
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// Final score (= base + total bonus).
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// Final score (= base + total bonus). Sized to match the
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// AbilityToken numeric label so the 'before / after' values
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// read at the same visual weight.
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var finalLbl = new Label
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{
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Text = "—",
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CustomMinimumSize = new Vector2(48, 0),
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CustomMinimumSize = new Vector2(56, 0),
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HorizontalAlignment = HorizontalAlignment.Right,
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VerticalAlignment = VerticalAlignment.Center,
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};
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finalLbl.AddThemeFontSizeOverride("font_size", 22);
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_finalLabels[captured] = finalLbl;
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row.AddChild(finalLbl);
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