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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@@ -6,8 +6,15 @@ namespace Theriapolis.GodotHost.Scenes.Widgets;
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/// Shared overlay layer that owns one reusable trait popover panel.
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/// Per GODOT_PORTING_GUIDE.md §6.1 — TraitChip triggers ask
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/// <see cref="Instance"/> to show the popover at their global rect; the
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/// popover stays open while either the trigger or the popover itself is
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/// hovered (80 ms grace via close timer).
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/// popover hides as soon as the trigger fires MouseExited.
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///
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/// The popover itself is MouseFilter=Ignore so it never intercepts
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/// input — clicks pass through to the chip's parent (card selection),
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/// scroll wheel events go to the underlying ScrollContainer, and the
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/// chip's hover state stays accurate when the cursor moves onto the
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/// popover area (the cursor is registered as "outside the chip", so
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/// MouseExited fires and we hide). This lets adjacent chips fire
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/// reliably even when the previous popover overlaps them spatially.
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///
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/// One PopoverLayer per scene; lives as a CanvasLayer child of
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/// Wizard.tscn so popovers float above every step's content. Mirrors
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@@ -17,7 +24,6 @@ public partial class PopoverLayer : CanvasLayer
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{
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public static PopoverLayer? Instance { get; private set; }
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private const float GracePeriodSec = 0.08f;
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private const float ArrowOffsetPx = 6f;
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private const int ViewportPadPx = 8;
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@@ -25,7 +31,6 @@ public partial class PopoverLayer : CanvasLayer
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private Label _titleLabel = null!;
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private Label _tagLabel = null!;
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private Label _descLabel = null!;
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private Timer _closeTimer = null!;
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public override void _EnterTree()
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{
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@@ -45,14 +50,15 @@ public partial class PopoverLayer : CanvasLayer
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private void BuildPopover()
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{
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// Ignore so clicks/scroll/hover all pass through to whatever's
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// beneath. The popover is purely a visual readout; the chip
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// owns the lifecycle entirely.
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_popup = new PanelContainer
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{
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Visible = false,
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MouseFilter = Control.MouseFilterEnum.Pass,
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MouseFilter = Control.MouseFilterEnum.Ignore,
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ZIndex = 100,
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};
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_popup.MouseEntered += CancelClose;
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_popup.MouseExited += ScheduleClose;
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AddChild(_popup);
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var v = new VBoxContainer { CustomMinimumSize = new Vector2(240, 0) };
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@@ -75,15 +81,10 @@ public partial class PopoverLayer : CanvasLayer
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CustomMinimumSize = new Vector2(220, 0),
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};
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v.AddChild(_descLabel);
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_closeTimer = new Timer { OneShot = true, WaitTime = GracePeriodSec };
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_closeTimer.Timeout += HidePopover;
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AddChild(_closeTimer);
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}
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public void ShowFor(Control trigger, string title, string description, string tag, bool detriment)
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{
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CancelClose();
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_titleLabel.Text = title;
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_descLabel.Text = description;
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_tagLabel.Visible = !string.IsNullOrEmpty(tag) || detriment;
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@@ -100,10 +101,11 @@ public partial class PopoverLayer : CanvasLayer
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Reposition(trigger);
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}
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public void ScheduleClose() => _closeTimer.Start();
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public void CancelClose() => _closeTimer.Stop();
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private void HidePopover() => _popup.Visible = false;
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/// <summary>Hide the popover. Was previously a 80ms-grace timer when
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/// the popover stayed alive across chip→popover hover transitions, but
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/// the popover is now non-interactive so there's no transition to
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/// cover for — close immediately.</summary>
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public void ScheduleClose() => _popup.Visible = false;
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private void Reposition(Control trigger)
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{
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