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>
This commit is contained in:
Christopher Wiebe
2026-05-03 22:04:24 -07:00
parent bb986d49f9
commit e3f0296e6f
17 changed files with 348 additions and 129 deletions
+7 -4
View File
@@ -61,8 +61,8 @@ public partial class StepStats : VBoxContainer, IStep
var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6);
AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO VI · ABILITIES" });
intro.AddChild(new Label { Text = "Assign your Ability Scores" });
intro.AddChild(new Label { Text = "FOLIO VI · ABILITIES", ThemeTypeVariation = "Eyebrow" });
intro.AddChild(new Label { Text = "Assign your Ability Scores", ThemeTypeVariation = "H2" });
intro.AddChild(new Label
{
Text = "Pick a method, then drag a value from the pool into one of the six "
@@ -135,14 +135,17 @@ public partial class StepStats : VBoxContainer, IStep
_bonusChips[captured] = bonus;
row.AddChild(bonus);
// Final score (= base + total bonus).
// Final score (= base + total bonus). Sized to match the
// AbilityToken numeric label so the 'before / after' values
// read at the same visual weight.
var finalLbl = new Label
{
Text = "—",
CustomMinimumSize = new Vector2(48, 0),
CustomMinimumSize = new Vector2(56, 0),
HorizontalAlignment = HorizontalAlignment.Right,
VerticalAlignment = VerticalAlignment.Center,
};
finalLbl.AddThemeFontSizeOverride("font_size", 22);
_finalLabels[captured] = finalLbl;
row.AddChild(finalLbl);