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