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:
@@ -8,16 +8,35 @@ namespace Theriapolis.GodotHost.UI;
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/// names mirror the React prototype's CSS custom properties so the audit
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/// trail is readable: --bg, --ink, --gild, --seal, etc.
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///
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/// Single theme ships: Dark (leather + candlelight). The React prototype
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/// shipped Parchment and Blood as alternates and Compact density as a dev
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/// toggle; per user direction during M5, only Dark is needed for this
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/// game and the rest are dropped from scope (port plan §10 resolved
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/// decisions).
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/// Two palettes ship today: <see cref="Parchment"/> (default — aged paper
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/// + sealing-wax red) and <see cref="Dark"/> (leather + candlelight,
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/// retained from the M5 design audit). The React prototype's "blood"
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/// variant is dropped from scope.
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/// </summary>
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public struct CodexPalette
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{
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public Color Bg, Bg2, BgDeep, Ink, InkSoft, InkMute, Rule, Gild, Seal, Seal2, Accent;
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/// <summary>
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/// Aged-paper palette. Cream backgrounds with deep brown-black ink,
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/// sealing-wax red for primary action / selection emphasis, and a
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/// muted gold gild for accents. This is the default codex feel.
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/// </summary>
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public static readonly CodexPalette Parchment = new()
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{
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Bg = Hex("#e8dcc0"),
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Bg2 = Hex("#d9c9a6"),
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BgDeep = Hex("#c7b48b"),
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Ink = Hex("#2b1d10"),
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InkSoft = Hex("#5a4527"),
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InkMute = Hex("#8a6f48"),
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Rule = Hex("#8a6f48"),
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Gild = Hex("#b48a3c"),
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Seal = Hex("#7a1f12"),
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Seal2 = Hex("#5a160c"),
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Accent = Hex("#6b4a1e"),
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};
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public static readonly CodexPalette Dark = new()
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{
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Bg = Hex("#1c1410"),
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@@ -1,6 +1,5 @@
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using Godot;
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using System.IO;
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using Theriapolis.GodotHost.Platform;
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namespace Theriapolis.GodotHost.UI;
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@@ -11,12 +10,12 @@ namespace Theriapolis.GodotHost.UI;
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/// Control to cascade through all descendants.
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///
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/// Fonts: looks for FontFile assets under <c>res://Fonts/</c> and falls
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/// back to Godot's default sans if missing. Drop these in to fully match
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/// the React prototype's typography:
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/// res://Fonts/CormorantGaramond-Regular.ttf (serif-display)
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/// res://Fonts/CormorantGaramond-Italic.ttf
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/// res://Fonts/CrimsonPro-Regular.ttf (serif-body)
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/// res://Fonts/JetBrainsMono-Regular.ttf (mono)
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/// back to Godot's default sans if missing. Each role tries a list of
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/// candidate filenames in priority order so the project can ship
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/// Cormorant-Medium or Cormorant-Regular interchangeably.
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/// Display serif: CormorantGaramond-{Medium,Regular}.ttf
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/// Body serif: CrimsonPro-Regular.ttf
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/// Mono: JetBrainsMono-Regular.ttf (optional; falls back to body)
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///
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/// Theme variations (.tres) aren't authored in the editor — the entire
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/// theme tree is constructed in code so palette changes are atomic and
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@@ -30,10 +29,11 @@ public static class CodexTheme
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private static FontFile? _mono;
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private static bool _fontsLoaded;
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public static Theme Build()
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public static Theme Build() => Build(CodexPalette.Parchment);
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public static Theme Build(CodexPalette palette)
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{
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EnsureFonts();
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var palette = CodexPalette.Dark;
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var theme = new Theme();
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// Defaults applied to every Control unless overridden.
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@@ -69,6 +69,11 @@ public static class CodexTheme
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// Card variant — slightly raised against the page background.
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// Used by character-creation grid cards (Calling, History, etc.).
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// SetTypeVariation registers the inheritance so a PanelContainer
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// with ThemeTypeVariation="Card" actually resolves "panel" to the
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// Card stylebox; without it, Godot's default PanelContainer panel
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// (dark slate) wins and the parchment colours never land.
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theme.SetTypeVariation("Card", "PanelContainer");
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var card = new StyleBoxFlat
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{
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BgColor = p.Bg2,
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@@ -85,15 +90,24 @@ public static class CodexTheme
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card.SetBorderWidthAll(1);
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theme.SetStylebox("panel", "Card", card);
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// Hover — gild border so the affordance pops without committing
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// the seal-red selection signal yet. CodexCard wires this in via
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// MouseEntered/MouseExited.
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var cardHover = (StyleBoxFlat)card.Duplicate();
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cardHover.BorderColor = p.Gild;
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cardHover.SetBorderWidthAll(2);
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theme.SetStylebox("panel_hover", "Card", cardHover);
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var cardSelected = (StyleBoxFlat)card.Duplicate();
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cardSelected.BorderColor = p.Seal;
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cardSelected.SetBorderWidthAll(1);
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cardSelected.SetBorderWidthAll(3);
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cardSelected.ShadowColor = WithAlpha(p.Seal, 0.6f);
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cardSelected.ShadowSize = 14;
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cardSelected.ShadowOffset = new Vector2(0, 14);
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theme.SetStylebox("panel_selected", "Card", cardSelected);
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// Popover frame — gild border + soft shadow. Matches .trait-hint.
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theme.SetTypeVariation("CodexPopover", "PanelContainer");
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var popover = new StyleBoxFlat
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{
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BgColor = p.Bg2,
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@@ -112,6 +126,75 @@ public static class CodexTheme
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var popoverDetriment = (StyleBoxFlat)popover.Duplicate();
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popoverDetriment.BorderColor = p.Seal;
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theme.SetStylebox("panel_detriment", "CodexPopover", popoverDetriment);
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// Pill — small trait/skill chip. Mirrors .trait-chips .t-name from
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// the React prototype: gild-tinted bg over the page bg with a
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// translucent gild border. Detriment variant swaps to seal red.
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// The page bg (p.Bg) is cream on parchment so the pill reads as
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// a slightly warmer carved-into shape inside a card.
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theme.SetTypeVariation("Pill", "PanelContainer");
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var pill = new StyleBoxFlat
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{
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BgColor = p.Bg.Lerp(p.Gild, 0.07f),
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BorderColor = WithAlpha(p.Gild, 0.55f),
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CornerRadiusTopLeft = CodexSpacing.Radius,
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CornerRadiusTopRight = CodexSpacing.Radius,
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CornerRadiusBottomLeft = CodexSpacing.Radius,
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CornerRadiusBottomRight = CodexSpacing.Radius,
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ContentMarginLeft = 9,
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ContentMarginRight = 9,
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ContentMarginTop = 3,
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ContentMarginBottom = 3,
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};
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pill.SetBorderWidthAll(1);
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theme.SetStylebox("panel", "Pill", pill);
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theme.SetTypeVariation("PillDetriment", "PanelContainer");
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var pillDetriment = (StyleBoxFlat)pill.Duplicate();
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pillDetriment.BgColor = p.Bg.Lerp(p.Seal, 0.08f);
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pillDetriment.BorderColor = WithAlpha(p.Seal, 0.55f);
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theme.SetStylebox("panel", "PillDetriment", pillDetriment);
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// Ability tokens + slots — fixed-size 56×56 panels used by Step V.
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// Token = the draggable die; slot = the drop target. Both use the
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// page bg with a Rule border so they read as carved-into the page
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// rather than floating cards. Mirrors .die / .slot in the React
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// prototype's CSS (parchment block).
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var dieBox = new StyleBoxFlat
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{
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BgColor = p.Bg,
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BorderColor = p.Rule,
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CornerRadiusTopLeft = CodexSpacing.Radius,
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CornerRadiusTopRight = CodexSpacing.Radius,
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CornerRadiusBottomLeft = CodexSpacing.Radius,
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CornerRadiusBottomRight = CodexSpacing.Radius,
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};
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dieBox.SetBorderWidthAll(1);
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theme.SetTypeVariation("AbilityToken", "PanelContainer");
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theme.SetStylebox("panel", "AbilityToken", dieBox);
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theme.SetTypeVariation("AbilitySlot", "PanelContainer");
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theme.SetStylebox("panel", "AbilitySlot", dieBox);
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// Skill row — sits inside an ability-group Card. Bg2 fill (matching
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// the card so rows blend into the card bg by default); state tints
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// applied per row via Modulate in StepSkills (background-granted →
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// warm gild, chosen → pale green, unavailable → reduced alpha).
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theme.SetTypeVariation("SkillRow", "PanelContainer");
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var skillRow = new StyleBoxFlat
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{
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BgColor = p.Bg2,
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CornerRadiusTopLeft = CodexSpacing.Radius,
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CornerRadiusTopRight = CodexSpacing.Radius,
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CornerRadiusBottomLeft = CodexSpacing.Radius,
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CornerRadiusBottomRight = CodexSpacing.Radius,
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ContentMarginLeft = 8,
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ContentMarginRight = 8,
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ContentMarginTop = 4,
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ContentMarginBottom = 4,
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};
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theme.SetStylebox("panel", "SkillRow", skillRow);
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}
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private static void ApplyLabel(Theme theme, CodexPalette p)
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@@ -273,34 +356,45 @@ public static class CodexTheme
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if (_fontsLoaded) return;
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_fontsLoaded = true;
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_serifDisplay = LoadFontFromFonts("CormorantGaramond-Regular.ttf");
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_serifDisplayItalic = LoadFontFromFonts("CormorantGaramond-Italic.ttf");
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_serifDisplay = LoadFontFromFonts("CormorantGaramond-Medium.ttf",
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"CormorantGaramond-Regular.ttf");
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_serifDisplayItalic = LoadFontFromFonts("CormorantGaramond-MediumItalic.ttf",
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"CormorantGaramond-Italic.ttf");
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_serifBody = LoadFontFromFonts("CrimsonPro-Regular.ttf");
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_mono = LoadFontFromFonts("JetBrainsMono-Regular.ttf");
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if (_serifDisplay is null && _serifBody is null && _mono is null)
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// Mono falls back to body so eyebrow/meta labels still render in a
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// serif rather than collapsing to Godot's default sans.
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if (_mono is null) _mono = _serifBody;
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if (_serifDisplay is null && _serifBody is null)
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{
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GD.Print("[codex-theme] No fonts in res://Fonts/. Using Godot defaults. " +
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"Drop CormorantGaramond, CrimsonPro, JetBrainsMono TTFs into " +
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"res://Fonts/ for full design parity.");
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"Drop CormorantGaramond + CrimsonPro TTFs into res://Fonts/ " +
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"for full design parity.");
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}
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}
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private static FontFile? LoadFontFromFonts(string filename)
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private static FontFile? LoadFontFromFonts(params string[] candidateFilenames)
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{
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// Try res://Fonts/ first (Godot-managed).
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string resPath = $"res://Fonts/{filename}";
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if (ResourceLoader.Exists(resPath))
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return ResourceLoader.Load<FontFile>(resPath);
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// Fall back to Content/Fonts/ via filesystem load (sibling of Gfx,
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// mirrors how MonoGame's CodexFonts loader walks).
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string fsPath = Path.Combine(ContentPaths.ContentRoot, "Fonts", filename);
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if (File.Exists(fsPath))
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foreach (var filename in candidateFilenames)
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{
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var font = new FontFile();
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font.LoadDynamicFont(fsPath);
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return font;
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// Try res://Fonts/ first (Godot-managed import).
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string resPath = $"res://Fonts/{filename}";
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if (ResourceLoader.Exists(resPath))
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return ResourceLoader.Load<FontFile>(resPath);
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// Fall back to globalized res://Fonts/ via runtime FontFile load.
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// ContentPaths is for game data (Content/Data, Content/Gfx) which
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// sits next to Theriapolis.Godot, not inside it — so it can't be
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// used for fonts shipped under res://Fonts/.
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string globalRes = ProjectSettings.GlobalizePath(resPath);
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if (File.Exists(globalRes))
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{
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var font = new FontFile();
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font.LoadDynamicFont(globalRes);
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return font;
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}
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}
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return null;
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}
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