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
+18 -4
View File
@@ -8,10 +8,8 @@ namespace Theriapolis.GodotHost.Scenes;
/// nav bar. Owns the <see cref="CharacterDraft"/> resource and dispatches
/// each step's content into the StepHost.
///
/// Default theme only at this layer — per guide §12 (build order),
/// the parchment Theme lands as a final pass once structural correctness
/// is verified. Until then, font/colour issues are clearly font/colour
/// issues, not layout issues.
/// The codex Theme is applied at this root in <see cref="_Ready"/> and
/// cascades through every descendant — steps, Aside, popover layer.
/// </summary>
public partial class Wizard : Control
{
@@ -56,6 +54,22 @@ public partial class Wizard : Control
public override void _Ready()
{
Theme = UI.CodexTheme.Build();
// The wizard root is a Control, which paints nothing — without a
// backing Panel the viewport's default grey clear color shows
// through. Insert a Panel sized to the full rect so the theme's
// parchment Bg fills the canvas, then move it behind the existing
// children so it doesn't intercept mouse events.
var bg = new Panel
{
AnchorRight = 1,
AnchorBottom = 1,
MouseFilter = MouseFilterEnum.Ignore,
};
AddChild(bg);
MoveChild(bg, 0);
Character = new UI.CharacterDraft();
_stepper = GetNode<UI.Widgets.CodexStepper>("%Stepper");