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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@@ -8,16 +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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