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
+24 -5
View File
@@ -8,16 +8,35 @@ namespace Theriapolis.GodotHost.UI;
/// names mirror the React prototype's CSS custom properties so the audit
/// trail is readable: --bg, --ink, --gild, --seal, etc.
///
/// Single theme ships: Dark (leather + candlelight). The React prototype
/// shipped Parchment and Blood as alternates and Compact density as a dev
/// toggle; per user direction during M5, only Dark is needed for this
/// game and the rest are dropped from scope (port plan §10 resolved
/// decisions).
/// Two palettes ship today: <see cref="Parchment"/> (default — aged paper
/// + sealing-wax red) and <see cref="Dark"/> (leather + candlelight,
/// retained from the M5 design audit). The React prototype's "blood"
/// variant is dropped from scope.
/// </summary>
public struct CodexPalette
{
public Color Bg, Bg2, BgDeep, Ink, InkSoft, InkMute, Rule, Gild, Seal, Seal2, Accent;
/// <summary>
/// Aged-paper palette. Cream backgrounds with deep brown-black ink,
/// sealing-wax red for primary action / selection emphasis, and a
/// muted gold gild for accents. This is the default codex feel.
/// </summary>
public static readonly CodexPalette Parchment = new()
{
Bg = Hex("#e8dcc0"),
Bg2 = Hex("#d9c9a6"),
BgDeep = Hex("#c7b48b"),
Ink = Hex("#2b1d10"),
InkSoft = Hex("#5a4527"),
InkMute = Hex("#8a6f48"),
Rule = Hex("#8a6f48"),
Gild = Hex("#b48a3c"),
Seal = Hex("#7a1f12"),
Seal2 = Hex("#5a160c"),
Accent = Hex("#6b4a1e"),
};
public static readonly CodexPalette Dark = new()
{
Bg = Hex("#1c1410"),