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
+5 -4
View File
@@ -75,6 +75,7 @@ public partial class Aside : MarginContainer
{ {
Text = name, Text = name,
HorizontalAlignment = HorizontalAlignment.Center, HorizontalAlignment = HorizontalAlignment.Center,
ThemeTypeVariation = "H3",
}); });
_content.AddChild(new HSeparator()); _content.AddChild(new HSeparator());
} }
@@ -143,6 +144,7 @@ public partial class Aside : MarginContainer
{ {
Text = label, Text = label,
HorizontalAlignment = HorizontalAlignment.Center, HorizontalAlignment = HorizontalAlignment.Center,
ThemeTypeVariation = "Eyebrow",
}); });
col.AddChild(new HSeparator()); col.AddChild(new HSeparator());
return col; return col;
@@ -155,8 +157,7 @@ public partial class Aside : MarginContainer
// Smaller font on the label tag — keeps the row compact in the // Smaller font on the label tag — keeps the row compact in the
// narrow side rail. // narrow side rail.
var lbl = new Label { Text = label.ToUpperInvariant() }; var lbl = new Label { Text = label.ToUpperInvariant(), ThemeTypeVariation = "Eyebrow" };
lbl.AddThemeFontSizeOverride("font_size", 11);
v.AddChild(lbl); v.AddChild(lbl);
// Autowrap on the value so long names ("Hybrid Underground") // Autowrap on the value so long names ("Hybrid Underground")
@@ -176,7 +177,7 @@ public partial class Aside : MarginContainer
private void BuildAttributes() private void BuildAttributes()
{ {
_content.AddChild(new Label { Text = "ATTRIBUTES" }); _content.AddChild(new Label { Text = "ATTRIBUTES", ThemeTypeVariation = "Eyebrow" });
// Self-contained sub-panel so the attributes table never widens // Self-contained sub-panel so the attributes table never widens
// beyond the Aside's own rect. Columns: ab | bonus | final | d20. // beyond the Aside's own rect. Columns: ab | bonus | final | d20.
@@ -241,7 +242,7 @@ public partial class Aside : MarginContainer
private void BuildPills() private void BuildPills()
{ {
_content.AddChild(new Label { Text = "TRAITS · FEATS · SKILLS" }); _content.AddChild(new Label { Text = "TRAITS · FEATS · SKILLS", ThemeTypeVariation = "Eyebrow" });
var flow = new HFlowContainer(); var flow = new HFlowContainer();
flow.AddThemeConstantOverride("h_separation", 6); flow.AddThemeConstantOverride("h_separation", 6);
@@ -33,8 +33,8 @@ public partial class StepBackground : VBoxContainer, IStep
var intro = new VBoxContainer(); var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6); intro.AddThemeConstantOverride("separation", 6);
AddChild(intro); AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO V · HISTORY" }); intro.AddChild(new Label { Text = "FOLIO V · HISTORY", ThemeTypeVariation = "Eyebrow" });
intro.AddChild(new Label { Text = "Choose a History" }); intro.AddChild(new Label { Text = "Choose a History", ThemeTypeVariation = "H2" });
intro.AddChild(new Label intro.AddChild(new Label
{ {
Text = "Where your character came from before the wandering began. " Text = "Where your character came from before the wandering began. "
@@ -66,12 +66,9 @@ public partial class StepBackground : VBoxContainer, IStep
{ {
bool selected = _draft.BackgroundId == bg.Id; bool selected = _draft.BackgroundId == bg.Id;
var card = new PanelContainer var card = CodexCard.Make();
{ card.CustomMinimumSize = new Vector2(200, 0);
CustomMinimumSize = new Vector2(200, 0), CodexCard.SetSelected(card, selected);
MouseFilter = MouseFilterEnum.Stop,
};
if (selected) card.Modulate = new Color(1f, 0.95f, 0.85f);
card.GuiInput += (InputEvent e) => card.GuiInput += (InputEvent e) =>
{ {
@@ -83,13 +80,14 @@ public partial class StepBackground : VBoxContainer, IStep
box.AddThemeConstantOverride("separation", 6); box.AddThemeConstantOverride("separation", 6);
card.AddChild(box); card.AddChild(box);
box.AddChild(new Label { Text = bg.Name }); box.AddChild(new Label { Text = bg.Name, ThemeTypeVariation = "CardName" });
if (!string.IsNullOrEmpty(bg.Flavor)) if (!string.IsNullOrEmpty(bg.Flavor))
{ {
box.AddChild(new Label box.AddChild(new Label
{ {
Text = bg.Flavor, Text = bg.Flavor,
AutowrapMode = TextServer.AutowrapMode.WordSmart, AutowrapMode = TextServer.AutowrapMode.WordSmart,
ThemeTypeVariation = "CardBody",
}); });
} }
@@ -113,7 +111,7 @@ public partial class StepBackground : VBoxContainer, IStep
var featRow = new HBoxContainer(); var featRow = new HBoxContainer();
featRow.AddThemeConstantOverride("separation", 6); featRow.AddThemeConstantOverride("separation", 6);
box.AddChild(featRow); box.AddChild(featRow);
featRow.AddChild(new Label { Text = "FEATURE" }); featRow.AddChild(new Label { Text = "FEATURE", ThemeTypeVariation = "Eyebrow" });
featRow.AddChild(new TraitChip featRow.AddChild(new TraitChip
{ {
TraitName = bg.FeatureName, TraitName = bg.FeatureName,
+21 -16
View File
@@ -21,7 +21,7 @@ namespace Theriapolis.GodotHost.Scenes.Steps;
public partial class StepClade : VBoxContainer, IStep public partial class StepClade : VBoxContainer, IStep
{ {
private CharacterDraft _draft = null!; private CharacterDraft _draft = null!;
private CheckBox _hybridToggle = null!; private Button _hybridToggle = null!;
private VBoxContainer _purebredSection = null!; private VBoxContainer _purebredSection = null!;
private VBoxContainer _hybridSection = null!; private VBoxContainer _hybridSection = null!;
private OptionButton _dominantToggle = null!; private OptionButton _dominantToggle = null!;
@@ -61,8 +61,8 @@ public partial class StepClade : VBoxContainer, IStep
var intro = new VBoxContainer(); var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6); intro.AddThemeConstantOverride("separation", 6);
AddChild(intro); AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO I · CLADE" }); intro.AddChild(new Label { Text = "FOLIO I · CLADE", ThemeTypeVariation = "Eyebrow" });
intro.AddChild(new Label { Text = "Choose a Clade" }); intro.AddChild(new Label { Text = "Choose a Clade", ThemeTypeVariation = "H2" });
intro.AddChild(new Label intro.AddChild(new Label
{ {
Text = "The broad mammalian family of your line. Clade defines the largest " Text = "The broad mammalian family of your line. Clade defines the largest "
@@ -71,10 +71,18 @@ public partial class StepClade : VBoxContainer, IStep
AutowrapMode = TextServer.AutowrapMode.WordSmart, AutowrapMode = TextServer.AutowrapMode.WordSmart,
}); });
// Toggle Button (not CheckBox) so the inverted-on-press button style
// from the codex theme handles selection visually — no checkbox glyph
// needed, the bg colour shift is the affordance.
var toggleRow = new HBoxContainer(); var toggleRow = new HBoxContainer();
toggleRow.AddThemeConstantOverride("separation", 12); toggleRow.AddThemeConstantOverride("separation", 12);
AddChild(toggleRow); AddChild(toggleRow);
_hybridToggle = new CheckBox { Text = "Hybrid Origin (two parent lineages)" }; _hybridToggle = new Button
{
Text = "Hybrid Origin (two parent lineages)",
ToggleMode = true,
FocusMode = Control.FocusModeEnum.None,
};
_hybridToggle.Toggled += OnHybridToggled; _hybridToggle.Toggled += OnHybridToggled;
toggleRow.AddChild(_hybridToggle); toggleRow.AddChild(_hybridToggle);
@@ -91,12 +99,12 @@ public partial class StepClade : VBoxContainer, IStep
_hybridSection.AddThemeConstantOverride("separation", 16); _hybridSection.AddThemeConstantOverride("separation", 16);
AddChild(_hybridSection); AddChild(_hybridSection);
_hybridSection.AddChild(new Label { Text = "SIRE — Paternal Lineage" }); _hybridSection.AddChild(new Label { Text = "SIRE — Paternal Lineage", ThemeTypeVariation = "Eyebrow" });
var sireGrid = MakeGrid(); var sireGrid = MakeGrid();
_hybridSection.AddChild(sireGrid); _hybridSection.AddChild(sireGrid);
PopulateGrid(sireGrid, _sireCards, id => OnLineageCladePicked("sire", id)); PopulateGrid(sireGrid, _sireCards, id => OnLineageCladePicked("sire", id));
_hybridSection.AddChild(new Label { Text = "DAM — Maternal Lineage" }); _hybridSection.AddChild(new Label { Text = "DAM — Maternal Lineage", ThemeTypeVariation = "Eyebrow" });
var damGrid = MakeGrid(); var damGrid = MakeGrid();
_hybridSection.AddChild(damGrid); _hybridSection.AddChild(damGrid);
PopulateGrid(damGrid, _damCards, id => OnLineageCladePicked("dam", id)); PopulateGrid(damGrid, _damCards, id => OnLineageCladePicked("dam", id));
@@ -106,7 +114,7 @@ public partial class StepClade : VBoxContainer, IStep
_bonusSection = new VBoxContainer(); _bonusSection = new VBoxContainer();
_bonusSection.AddThemeConstantOverride("separation", 8); _bonusSection.AddThemeConstantOverride("separation", 8);
_hybridSection.AddChild(_bonusSection); _hybridSection.AddChild(_bonusSection);
_bonusSection.AddChild(new Label { Text = "LINEAGE BONUSES" }); _bonusSection.AddChild(new Label { Text = "LINEAGE BONUSES", ThemeTypeVariation = "Eyebrow" });
_sireBonusRow = new HBoxContainer(); _sireBonusRow = new HBoxContainer();
_sireBonusRow.AddThemeConstantOverride("separation", 8); _sireBonusRow.AddThemeConstantOverride("separation", 8);
@@ -119,7 +127,7 @@ public partial class StepClade : VBoxContainer, IStep
var dominantRow = new HBoxContainer(); var dominantRow = new HBoxContainer();
dominantRow.AddThemeConstantOverride("separation", 8); dominantRow.AddThemeConstantOverride("separation", 8);
_hybridSection.AddChild(dominantRow); _hybridSection.AddChild(dominantRow);
dominantRow.AddChild(new Label { Text = "DOMINANT LINEAGE" }); dominantRow.AddChild(new Label { Text = "DOMINANT LINEAGE", ThemeTypeVariation = "Eyebrow" });
_dominantToggle = new OptionButton(); _dominantToggle = new OptionButton();
_dominantToggle.AddItem("Sire", 0); _dominantToggle.AddItem("Sire", 0);
_dominantToggle.AddItem("Dam", 1); _dominantToggle.AddItem("Dam", 1);
@@ -253,7 +261,7 @@ public partial class StepClade : VBoxContainer, IStep
private static void UpdateSelection(Dictionary<string, PanelContainer> cards, string selectedId) private static void UpdateSelection(Dictionary<string, PanelContainer> cards, string selectedId)
{ {
foreach (var (id, card) in cards) foreach (var (id, card) in cards)
card.Modulate = id == selectedId ? new Color(1f, 0.95f, 0.85f) : Colors.White; CodexCard.SetSelected(card, id == selectedId);
} }
private void OnPurebredCladePicked(string cladeId) private void OnPurebredCladePicked(string cladeId)
@@ -318,11 +326,8 @@ public partial class StepClade : VBoxContainer, IStep
private PanelContainer BuildCard(CladeDef clade, System.Action<string> onClick) private PanelContainer BuildCard(CladeDef clade, System.Action<string> onClick)
{ {
var card = new PanelContainer var card = CodexCard.Make();
{ card.CustomMinimumSize = new Vector2(200, 0);
CustomMinimumSize = new Vector2(200, 0),
MouseFilter = MouseFilterEnum.Stop,
};
card.GuiInput += (InputEvent e) => card.GuiInput += (InputEvent e) =>
{ {
if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left) if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
@@ -333,8 +338,8 @@ public partial class StepClade : VBoxContainer, IStep
box.AddThemeConstantOverride("separation", 6); box.AddThemeConstantOverride("separation", 6);
card.AddChild(box); card.AddChild(box);
box.AddChild(new Label { Text = clade.Name }); box.AddChild(new Label { Text = clade.Name, ThemeTypeVariation = "CardName" });
box.AddChild(new Label { Text = clade.Kind.ToUpperInvariant() }); box.AddChild(new Label { Text = clade.Kind.ToUpperInvariant(), ThemeTypeVariation = "CardMeta" });
if (clade.AbilityMods.Count > 0) if (clade.AbilityMods.Count > 0)
{ {
+9 -11
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@@ -37,8 +37,8 @@ public partial class StepClass : VBoxContainer, IStep
var intro = new VBoxContainer(); var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6); intro.AddThemeConstantOverride("separation", 6);
AddChild(intro); AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO III · CALLING" }); intro.AddChild(new Label { Text = "FOLIO III · CALLING", ThemeTypeVariation = "Eyebrow" });
intro.AddChild(new Label { Text = "Choose a Calling" }); intro.AddChild(new Label { Text = "Choose a Calling", ThemeTypeVariation = "H2" });
intro.AddChild(new Label intro.AddChild(new Label
{ {
Text = "Your character's path — fighter, hunter, scholar, or something stranger. " Text = "Your character's path — fighter, hunter, scholar, or something stranger. "
@@ -67,12 +67,9 @@ public partial class StepClass : VBoxContainer, IStep
{ {
bool selected = _draft.ClassId == cls.Id; bool selected = _draft.ClassId == cls.Id;
var card = new PanelContainer var card = CodexCard.Make();
{ card.CustomMinimumSize = new Vector2(200, 0);
CustomMinimumSize = new Vector2(200, 0), CodexCard.SetSelected(card, selected);
MouseFilter = MouseFilterEnum.Stop,
};
if (selected) card.Modulate = new Color(1f, 0.95f, 0.85f);
card.GuiInput += (InputEvent e) => card.GuiInput += (InputEvent e) =>
{ {
@@ -93,10 +90,11 @@ public partial class StepClass : VBoxContainer, IStep
box.AddThemeConstantOverride("separation", 6); box.AddThemeConstantOverride("separation", 6);
card.AddChild(box); card.AddChild(box);
box.AddChild(new Label { Text = cls.Name }); box.AddChild(new Label { Text = cls.Name, ThemeTypeVariation = "CardName" });
box.AddChild(new Label box.AddChild(new Label
{ {
Text = $"d{cls.HitDie} · {string.Join("/", cls.PrimaryAbility)}", Text = $"d{cls.HitDie} · {string.Join("/", cls.PrimaryAbility)}",
ThemeTypeVariation = "CardMeta",
}); });
if (cls.Saves.Length > 0) if (cls.Saves.Length > 0)
@@ -104,9 +102,9 @@ public partial class StepClass : VBoxContainer, IStep
var savesRow = new HBoxContainer(); var savesRow = new HBoxContainer();
savesRow.AddThemeConstantOverride("separation", 6); savesRow.AddThemeConstantOverride("separation", 6);
box.AddChild(savesRow); box.AddChild(savesRow);
savesRow.AddChild(new Label { Text = "SAVES" }); savesRow.AddChild(new Label { Text = "SAVES", ThemeTypeVariation = "Eyebrow" });
foreach (var s in cls.Saves) foreach (var s in cls.Saves)
savesRow.AddChild(new Label { Text = s }); savesRow.AddChild(new Label { Text = s, ThemeTypeVariation = "CardMeta" });
} }
// Level-1 features. Filter out stubs and subclass-selection markers // Level-1 features. Filter out stubs and subclass-selection markers
+4 -3
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@@ -43,8 +43,8 @@ public partial class StepReview : VBoxContainer, IStep
var intro = new VBoxContainer(); var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6); intro.AddThemeConstantOverride("separation", 6);
AddChild(intro); AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO VIII · SIGN" }); intro.AddChild(new Label { Text = "FOLIO VIII · SIGN", ThemeTypeVariation = "Eyebrow" });
intro.AddChild(new Label { Text = "Sign the Codex" }); intro.AddChild(new Label { Text = "Sign the Codex", ThemeTypeVariation = "H2" });
intro.AddChild(new Label intro.AddChild(new Label
{ {
Text = "Review the right-rail summary, then sign your name. " Text = "Review the right-rail summary, then sign your name. "
@@ -56,7 +56,7 @@ public partial class StepReview : VBoxContainer, IStep
var nameBlock = new VBoxContainer(); var nameBlock = new VBoxContainer();
nameBlock.AddThemeConstantOverride("separation", 6); nameBlock.AddThemeConstantOverride("separation", 6);
AddChild(nameBlock); AddChild(nameBlock);
nameBlock.AddChild(new Label { Text = "NAME" }); nameBlock.AddChild(new Label { Text = "NAME", ThemeTypeVariation = "Eyebrow" });
_nameField = new LineEdit _nameField = new LineEdit
{ {
PlaceholderText = "Enter your character's name...", PlaceholderText = "Enter your character's name...",
@@ -82,6 +82,7 @@ public partial class StepReview : VBoxContainer, IStep
{ {
Text = "Confirm & Begin", Text = "Confirm & Begin",
CustomMinimumSize = new Vector2(220, 0), CustomMinimumSize = new Vector2(220, 0),
ThemeTypeVariation = "PrimaryButton",
}; };
_confirmBtn.Pressed += OnConfirmPressed; _confirmBtn.Pressed += OnConfirmPressed;
actionBlock.AddChild(_confirmBtn); actionBlock.AddChild(_confirmBtn);
+11 -6
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@@ -41,8 +41,8 @@ public partial class StepSkills : VBoxContainer, IStep
var intro = new VBoxContainer(); var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6); intro.AddThemeConstantOverride("separation", 6);
AddChild(intro); AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO VII · SKILLS" }); intro.AddChild(new Label { Text = "FOLIO VII · SKILLS", ThemeTypeVariation = "Eyebrow" });
intro.AddChild(new Label { Text = "Choose Your Skills" }); intro.AddChild(new Label { Text = "Choose Your Skills", ThemeTypeVariation = "H2" });
intro.AddChild(new Label intro.AddChild(new Label
{ {
Text = "Your background grants two skills automatically (sealed). From your " Text = "Your background grants two skills automatically (sealed). From your "
@@ -51,7 +51,7 @@ public partial class StepSkills : VBoxContainer, IStep
AutowrapMode = TextServer.AutowrapMode.WordSmart, AutowrapMode = TextServer.AutowrapMode.WordSmart,
}); });
_countLabel = new Label { Text = "0 / 0 chosen" }; _countLabel = new Label { Text = "0 / 0 chosen", ThemeTypeVariation = "Meta" };
AddChild(_countLabel); AddChild(_countLabel);
_groupsGrid = new GridContainer _groupsGrid = new GridContainer
@@ -96,7 +96,11 @@ public partial class StepSkills : VBoxContainer, IStep
HashSet<string> chosen, HashSet<string> chosen,
int required) int required)
{ {
var panel = new PanelContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill }; var panel = new PanelContainer
{
SizeFlagsHorizontal = SizeFlags.ExpandFill,
ThemeTypeVariation = "Card",
};
var col = new VBoxContainer(); var col = new VBoxContainer();
col.AddThemeConstantOverride("separation", 4); col.AddThemeConstantOverride("separation", 4);
panel.AddChild(col); panel.AddChild(col);
@@ -105,10 +109,10 @@ public partial class StepSkills : VBoxContainer, IStep
var header = new HBoxContainer(); var header = new HBoxContainer();
header.AddThemeConstantOverride("separation", 8); header.AddThemeConstantOverride("separation", 8);
col.AddChild(header); col.AddChild(header);
header.AddChild(new Label { Text = SkillsCatalog.AbilityFullName[ability] }); header.AddChild(new Label { Text = SkillsCatalog.AbilityFullName[ability], ThemeTypeVariation = "H3" });
var spacer = new Control { SizeFlagsHorizontal = SizeFlags.ExpandFill }; var spacer = new Control { SizeFlagsHorizontal = SizeFlags.ExpandFill };
header.AddChild(spacer); header.AddChild(spacer);
header.AddChild(new Label { Text = ability }); header.AddChild(new Label { Text = ability, ThemeTypeVariation = "Eyebrow" });
foreach (var s in SkillsCatalog.ByAbility(ability)) foreach (var s in SkillsCatalog.ByAbility(ability))
col.AddChild(BuildSkillRow(s, lockedFromBg, classOptions, chosen, required)); col.AddChild(BuildSkillRow(s, lockedFromBg, classOptions, chosen, required));
@@ -130,6 +134,7 @@ public partial class StepSkills : VBoxContainer, IStep
var row = new PanelContainer var row = new PanelContainer
{ {
MouseFilter = MouseFilterEnum.Stop, MouseFilter = MouseFilterEnum.Stop,
ThemeTypeVariation = "SkillRow",
}; };
// Visual state: dim unavailable rows, gild-tint background-locked, // Visual state: dim unavailable rows, gild-tint background-locked,
+13 -12
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@@ -39,8 +39,8 @@ public partial class StepSpecies : VBoxContainer, IStep
var intro = new VBoxContainer(); var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6); intro.AddThemeConstantOverride("separation", 6);
AddChild(intro); AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO II · SPECIES" }); intro.AddChild(new Label { Text = "FOLIO II · SPECIES", ThemeTypeVariation = "Eyebrow" });
intro.AddChild(new Label { Text = "Choose a Species" }); intro.AddChild(new Label { Text = "Choose a Species", ThemeTypeVariation = "H2" });
intro.AddChild(new Label intro.AddChild(new Label
{ {
Text = "Refine your line. Species inherits the clade's traits and adds its " Text = "Refine your line. Species inherits the clade's traits and adds its "
@@ -59,11 +59,11 @@ public partial class StepSpecies : VBoxContainer, IStep
_hybridSection.AddThemeConstantOverride("separation", 16); _hybridSection.AddThemeConstantOverride("separation", 16);
AddChild(_hybridSection); AddChild(_hybridSection);
_hybridSection.AddChild(new Label { Text = "SIRE — Paternal Lineage" }); _hybridSection.AddChild(new Label { Text = "SIRE — Paternal Lineage", ThemeTypeVariation = "Eyebrow" });
_sireGrid = MakeGrid(); _sireGrid = MakeGrid();
_hybridSection.AddChild(_sireGrid); _hybridSection.AddChild(_sireGrid);
_hybridSection.AddChild(new Label { Text = "DAM — Maternal Lineage" }); _hybridSection.AddChild(new Label { Text = "DAM — Maternal Lineage", ThemeTypeVariation = "Eyebrow" });
_damGrid = MakeGrid(); _damGrid = MakeGrid();
_hybridSection.AddChild(_damGrid); _hybridSection.AddChild(_damGrid);
@@ -109,12 +109,9 @@ public partial class StepSpecies : VBoxContainer, IStep
private static Control BuildCard(SpeciesDef sp, bool selected, System.Action<string> onClick) private static Control BuildCard(SpeciesDef sp, bool selected, System.Action<string> onClick)
{ {
var card = new PanelContainer var card = CodexCard.Make();
{ card.CustomMinimumSize = new Vector2(200, 0);
CustomMinimumSize = new Vector2(200, 0), CodexCard.SetSelected(card, selected);
MouseFilter = MouseFilterEnum.Stop,
};
if (selected) card.Modulate = new Color(1f, 0.95f, 0.85f);
card.GuiInput += (InputEvent e) => card.GuiInput += (InputEvent e) =>
{ {
@@ -126,8 +123,12 @@ public partial class StepSpecies : VBoxContainer, IStep
box.AddThemeConstantOverride("separation", 6); box.AddThemeConstantOverride("separation", 6);
card.AddChild(box); card.AddChild(box);
box.AddChild(new Label { Text = sp.Name }); box.AddChild(new Label { Text = sp.Name, ThemeTypeVariation = "CardName" });
box.AddChild(new Label { Text = $"{sp.Size.ToUpperInvariant()} · {sp.BaseSpeedFt} FT/TURN" }); box.AddChild(new Label
{
Text = $"{sp.Size.ToUpperInvariant()} · {sp.BaseSpeedFt} FT/TURN",
ThemeTypeVariation = "CardMeta",
});
if (sp.AbilityMods.Count > 0) if (sp.AbilityMods.Count > 0)
{ {
+7 -4
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@@ -61,8 +61,8 @@ public partial class StepStats : VBoxContainer, IStep
var intro = new VBoxContainer(); var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6); intro.AddThemeConstantOverride("separation", 6);
AddChild(intro); AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO VI · ABILITIES" }); intro.AddChild(new Label { Text = "FOLIO VI · ABILITIES", ThemeTypeVariation = "Eyebrow" });
intro.AddChild(new Label { Text = "Assign your Ability Scores" }); intro.AddChild(new Label { Text = "Assign your Ability Scores", ThemeTypeVariation = "H2" });
intro.AddChild(new Label intro.AddChild(new Label
{ {
Text = "Pick a method, then drag a value from the pool into one of the six " Text = "Pick a method, then drag a value from the pool into one of the six "
@@ -135,14 +135,17 @@ public partial class StepStats : VBoxContainer, IStep
_bonusChips[captured] = bonus; _bonusChips[captured] = bonus;
row.AddChild(bonus); row.AddChild(bonus);
// Final score (= base + total bonus). // Final score (= base + total bonus). Sized to match the
// AbilityToken numeric label so the 'before / after' values
// read at the same visual weight.
var finalLbl = new Label var finalLbl = new Label
{ {
Text = "—", Text = "—",
CustomMinimumSize = new Vector2(48, 0), CustomMinimumSize = new Vector2(56, 0),
HorizontalAlignment = HorizontalAlignment.Right, HorizontalAlignment = HorizontalAlignment.Right,
VerticalAlignment = VerticalAlignment.Center, VerticalAlignment = VerticalAlignment.Center,
}; };
finalLbl.AddThemeFontSizeOverride("font_size", 22);
_finalLabels[captured] = finalLbl; _finalLabels[captured] = finalLbl;
row.AddChild(finalLbl); row.AddChild(finalLbl);
@@ -40,8 +40,8 @@ public partial class StepSubclass : VBoxContainer, IStep
var intro = new VBoxContainer(); var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6); intro.AddThemeConstantOverride("separation", 6);
AddChild(intro); AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO IV · SUBCLASS" }); intro.AddChild(new Label { Text = "FOLIO IV · SUBCLASS", ThemeTypeVariation = "Eyebrow" });
intro.AddChild(new Label { Text = "Choose a Subclass" }); intro.AddChild(new Label { Text = "Choose a Subclass", ThemeTypeVariation = "H2" });
intro.AddChild(new Label intro.AddChild(new Label
{ {
Text = "Specialization within your calling. Subclass features unlock at " Text = "Specialization within your calling. Subclass features unlock at "
@@ -77,12 +77,9 @@ public partial class StepSubclass : VBoxContainer, IStep
{ {
bool selected = _draft.SubclassId == sub.Id; bool selected = _draft.SubclassId == sub.Id;
var card = new PanelContainer var card = CodexCard.Make();
{ card.CustomMinimumSize = new Vector2(200, 0);
CustomMinimumSize = new Vector2(200, 0), CodexCard.SetSelected(card, selected);
MouseFilter = MouseFilterEnum.Stop,
};
if (selected) card.Modulate = new Color(1f, 0.95f, 0.85f);
card.GuiInput += (InputEvent e) => card.GuiInput += (InputEvent e) =>
{ {
@@ -94,13 +91,14 @@ public partial class StepSubclass : VBoxContainer, IStep
box.AddThemeConstantOverride("separation", 6); box.AddThemeConstantOverride("separation", 6);
card.AddChild(box); card.AddChild(box);
box.AddChild(new Label { Text = sub.Name }); box.AddChild(new Label { Text = sub.Name, ThemeTypeVariation = "CardName" });
if (!string.IsNullOrEmpty(sub.Flavor)) if (!string.IsNullOrEmpty(sub.Flavor))
{ {
box.AddChild(new Label box.AddChild(new Label
{ {
Text = sub.Flavor, Text = sub.Flavor,
AutowrapMode = TextServer.AutowrapMode.WordSmart, AutowrapMode = TextServer.AutowrapMode.WordSmart,
ThemeTypeVariation = "CardBody",
}); });
} }
@@ -23,6 +23,7 @@ public partial class AbilitySlot : PanelContainer
public override void _Ready() public override void _Ready()
{ {
CustomMinimumSize = new Vector2(56, 56); CustomMinimumSize = new Vector2(56, 56);
ThemeTypeVariation = "AbilitySlot";
MouseFilter = MouseFilterEnum.Stop; MouseFilter = MouseFilterEnum.Stop;
} }
@@ -25,6 +25,7 @@ public partial class AbilityToken : PanelContainer
public override void _Ready() public override void _Ready()
{ {
CustomMinimumSize = new Vector2(56, 56); CustomMinimumSize = new Vector2(56, 56);
ThemeTypeVariation = "AbilityToken";
// PASS so clicks propagate up to the parent AbilitySlot's GuiInput // PASS so clicks propagate up to the parent AbilitySlot's GuiInput
// handler (click-to-return). Drag detection still triggers on the // handler (click-to-return). Drag detection still triggers on the
// deepest non-IGNORE Control under the cursor, so PASS works for // deepest non-IGNORE Control under the cursor, so PASS works for
@@ -0,0 +1,67 @@
using Godot;
namespace Theriapolis.GodotHost.Scenes.Widgets;
/// <summary>
/// Card-style PanelContainer helpers. The codex Theme defines three
/// styleboxes for type-variation "Card":
/// - "panel" → unselected look (Bg2 fill, Rule border)
/// - "panel_hover" → gild border, slightly heavier weight
/// - "panel_selected" → seal-red border + soft red shadow
///
/// State is held in Godot meta on the card so hover and selected can be
/// driven independently by different call sites (Make wires the hover
/// signals; SetSelected is called by step Refresh handlers). The active
/// stylebox is picked by Apply: selected beats hover beats default.
/// </summary>
public static class CodexCard
{
private const string SelectedMeta = "codex_card_selected";
private const string HoverMeta = "codex_card_hover";
/// <summary>
/// Creates a PanelContainer with ThemeTypeVariation = "Card" plus
/// hover signal wiring. The MouseEntered/MouseExited handlers update
/// the hover meta and re-apply the right stylebox.
/// </summary>
public static PanelContainer Make()
{
var card = new PanelContainer
{
ThemeTypeVariation = "Card",
MouseFilter = Control.MouseFilterEnum.Stop,
};
card.MouseEntered += () => SetHover(card, true);
card.MouseExited += () => SetHover(card, false);
return card;
}
public static void SetSelected(PanelContainer card, bool selected)
{
card.SetMeta(SelectedMeta, selected);
Apply(card);
}
private static void SetHover(PanelContainer card, bool hover)
{
card.SetMeta(HoverMeta, hover);
Apply(card);
}
private static void Apply(PanelContainer card)
{
bool selected = card.HasMeta(SelectedMeta) && (bool)card.GetMeta(SelectedMeta);
bool hover = card.HasMeta(HoverMeta) && (bool)card.GetMeta(HoverMeta);
// Priority: selected > hover > default. The default branch removes
// the override so the type variation's "panel" stylebox applies.
StringName picked = selected ? "panel_selected"
: hover ? "panel_hover"
: "panel";
if (picked == "panel" || !card.HasThemeStylebox(picked, "Card"))
card.RemoveThemeStyleboxOverride("panel");
else
card.AddThemeStyleboxOverride("panel", card.GetThemeStylebox(picked, "Card"));
}
}
@@ -6,8 +6,15 @@ namespace Theriapolis.GodotHost.Scenes.Widgets;
/// Shared overlay layer that owns one reusable trait popover panel. /// Shared overlay layer that owns one reusable trait popover panel.
/// Per GODOT_PORTING_GUIDE.md §6.1 — TraitChip triggers ask /// Per GODOT_PORTING_GUIDE.md §6.1 — TraitChip triggers ask
/// <see cref="Instance"/> to show the popover at their global rect; the /// <see cref="Instance"/> to show the popover at their global rect; the
/// popover stays open while either the trigger or the popover itself is /// popover hides as soon as the trigger fires MouseExited.
/// hovered (80 ms grace via close timer). ///
/// The popover itself is MouseFilter=Ignore so it never intercepts
/// input — clicks pass through to the chip's parent (card selection),
/// scroll wheel events go to the underlying ScrollContainer, and the
/// chip's hover state stays accurate when the cursor moves onto the
/// popover area (the cursor is registered as "outside the chip", so
/// MouseExited fires and we hide). This lets adjacent chips fire
/// reliably even when the previous popover overlaps them spatially.
/// ///
/// One PopoverLayer per scene; lives as a CanvasLayer child of /// One PopoverLayer per scene; lives as a CanvasLayer child of
/// Wizard.tscn so popovers float above every step's content. Mirrors /// Wizard.tscn so popovers float above every step's content. Mirrors
@@ -17,7 +24,6 @@ public partial class PopoverLayer : CanvasLayer
{ {
public static PopoverLayer? Instance { get; private set; } public static PopoverLayer? Instance { get; private set; }
private const float GracePeriodSec = 0.08f;
private const float ArrowOffsetPx = 6f; private const float ArrowOffsetPx = 6f;
private const int ViewportPadPx = 8; private const int ViewportPadPx = 8;
@@ -25,7 +31,6 @@ public partial class PopoverLayer : CanvasLayer
private Label _titleLabel = null!; private Label _titleLabel = null!;
private Label _tagLabel = null!; private Label _tagLabel = null!;
private Label _descLabel = null!; private Label _descLabel = null!;
private Timer _closeTimer = null!;
public override void _EnterTree() public override void _EnterTree()
{ {
@@ -45,14 +50,15 @@ public partial class PopoverLayer : CanvasLayer
private void BuildPopover() private void BuildPopover()
{ {
// Ignore so clicks/scroll/hover all pass through to whatever's
// beneath. The popover is purely a visual readout; the chip
// owns the lifecycle entirely.
_popup = new PanelContainer _popup = new PanelContainer
{ {
Visible = false, Visible = false,
MouseFilter = Control.MouseFilterEnum.Pass, MouseFilter = Control.MouseFilterEnum.Ignore,
ZIndex = 100, ZIndex = 100,
}; };
_popup.MouseEntered += CancelClose;
_popup.MouseExited += ScheduleClose;
AddChild(_popup); AddChild(_popup);
var v = new VBoxContainer { CustomMinimumSize = new Vector2(240, 0) }; var v = new VBoxContainer { CustomMinimumSize = new Vector2(240, 0) };
@@ -75,15 +81,10 @@ public partial class PopoverLayer : CanvasLayer
CustomMinimumSize = new Vector2(220, 0), CustomMinimumSize = new Vector2(220, 0),
}; };
v.AddChild(_descLabel); v.AddChild(_descLabel);
_closeTimer = new Timer { OneShot = true, WaitTime = GracePeriodSec };
_closeTimer.Timeout += HidePopover;
AddChild(_closeTimer);
} }
public void ShowFor(Control trigger, string title, string description, string tag, bool detriment) public void ShowFor(Control trigger, string title, string description, string tag, bool detriment)
{ {
CancelClose();
_titleLabel.Text = title; _titleLabel.Text = title;
_descLabel.Text = description; _descLabel.Text = description;
_tagLabel.Visible = !string.IsNullOrEmpty(tag) || detriment; _tagLabel.Visible = !string.IsNullOrEmpty(tag) || detriment;
@@ -100,10 +101,11 @@ public partial class PopoverLayer : CanvasLayer
Reposition(trigger); Reposition(trigger);
} }
public void ScheduleClose() => _closeTimer.Start(); /// <summary>Hide the popover. Was previously a 80ms-grace timer when
public void CancelClose() => _closeTimer.Stop(); /// the popover stayed alive across chip→popover hover transitions, but
/// the popover is now non-interactive so there's no transition to
private void HidePopover() => _popup.Visible = false; /// cover for — close immediately.</summary>
public void ScheduleClose() => _popup.Visible = false;
private void Reposition(Control trigger) private void Reposition(Control trigger)
{ {
+12 -1
View File
@@ -24,7 +24,12 @@ public partial class TraitChip : PanelContainer
public override void _Ready() public override void _Ready()
{ {
MouseFilter = MouseFilterEnum.Stop; // Pass so click events bubble up to the parent card's GuiInput
// (selecting the card). Hover signals fire regardless of filter
// mode — they're driven by cursor-rect intersection, not input
// event routing.
MouseFilter = MouseFilterEnum.Pass;
ApplyVariation();
_label = new Label _label = new Label
{ {
Text = TraitName, Text = TraitName,
@@ -42,6 +47,12 @@ public partial class TraitChip : PanelContainer
Tag = tag; Tag = tag;
Detriment = detriment; Detriment = detriment;
if (_label is not null) _label.Text = name; if (_label is not null) _label.Text = name;
ApplyVariation();
}
private void ApplyVariation()
{
ThemeTypeVariation = Detriment ? "PillDetriment" : "Pill";
} }
private void OnHoverEntered() private void OnHoverEntered()
+18 -4
View File
@@ -8,10 +8,8 @@ namespace Theriapolis.GodotHost.Scenes;
/// nav bar. Owns the <see cref="CharacterDraft"/> resource and dispatches /// nav bar. Owns the <see cref="CharacterDraft"/> resource and dispatches
/// each step's content into the StepHost. /// each step's content into the StepHost.
/// ///
/// Default theme only at this layer — per guide §12 (build order), /// The codex Theme is applied at this root in <see cref="_Ready"/> and
/// the parchment Theme lands as a final pass once structural correctness /// cascades through every descendant — steps, Aside, popover layer.
/// is verified. Until then, font/colour issues are clearly font/colour
/// issues, not layout issues.
/// </summary> /// </summary>
public partial class Wizard : Control public partial class Wizard : Control
{ {
@@ -56,6 +54,22 @@ public partial class Wizard : Control
public override void _Ready() 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(); Character = new UI.CharacterDraft();
_stepper = GetNode<UI.Widgets.CodexStepper>("%Stepper"); _stepper = GetNode<UI.Widgets.CodexStepper>("%Stepper");
+24 -5
View File
@@ -8,16 +8,35 @@ namespace Theriapolis.GodotHost.UI;
/// names mirror the React prototype's CSS custom properties so the audit /// names mirror the React prototype's CSS custom properties so the audit
/// trail is readable: --bg, --ink, --gild, --seal, etc. /// trail is readable: --bg, --ink, --gild, --seal, etc.
/// ///
/// Single theme ships: Dark (leather + candlelight). The React prototype /// Two palettes ship today: <see cref="Parchment"/> (default — aged paper
/// shipped Parchment and Blood as alternates and Compact density as a dev /// + sealing-wax red) and <see cref="Dark"/> (leather + candlelight,
/// toggle; per user direction during M5, only Dark is needed for this /// retained from the M5 design audit). The React prototype's "blood"
/// game and the rest are dropped from scope (port plan §10 resolved /// variant is dropped from scope.
/// decisions).
/// </summary> /// </summary>
public struct CodexPalette public struct CodexPalette
{ {
public Color Bg, Bg2, BgDeep, Ink, InkSoft, InkMute, Rule, Gild, Seal, Seal2, Accent; 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() public static readonly CodexPalette Dark = new()
{ {
Bg = Hex("#1c1410"), Bg = Hex("#1c1410"),
+122 -28
View File
@@ -1,6 +1,5 @@
using Godot; using Godot;
using System.IO; using System.IO;
using Theriapolis.GodotHost.Platform;
namespace Theriapolis.GodotHost.UI; namespace Theriapolis.GodotHost.UI;
@@ -11,12 +10,12 @@ namespace Theriapolis.GodotHost.UI;
/// Control to cascade through all descendants. /// Control to cascade through all descendants.
/// ///
/// Fonts: looks for FontFile assets under <c>res://Fonts/</c> and falls /// Fonts: looks for FontFile assets under <c>res://Fonts/</c> and falls
/// back to Godot's default sans if missing. Drop these in to fully match /// back to Godot's default sans if missing. Each role tries a list of
/// the React prototype's typography: /// candidate filenames in priority order so the project can ship
/// res://Fonts/CormorantGaramond-Regular.ttf (serif-display) /// Cormorant-Medium or Cormorant-Regular interchangeably.
/// res://Fonts/CormorantGaramond-Italic.ttf /// Display serif: CormorantGaramond-{Medium,Regular}.ttf
/// res://Fonts/CrimsonPro-Regular.ttf (serif-body) /// Body serif: CrimsonPro-Regular.ttf
/// res://Fonts/JetBrainsMono-Regular.ttf (mono) /// Mono: JetBrainsMono-Regular.ttf (optional; falls back to body)
/// ///
/// Theme variations (.tres) aren't authored in the editor — the entire /// Theme variations (.tres) aren't authored in the editor — the entire
/// theme tree is constructed in code so palette changes are atomic and /// theme tree is constructed in code so palette changes are atomic and
@@ -30,10 +29,11 @@ public static class CodexTheme
private static FontFile? _mono; private static FontFile? _mono;
private static bool _fontsLoaded; private static bool _fontsLoaded;
public static Theme Build() public static Theme Build() => Build(CodexPalette.Parchment);
public static Theme Build(CodexPalette palette)
{ {
EnsureFonts(); EnsureFonts();
var palette = CodexPalette.Dark;
var theme = new Theme(); var theme = new Theme();
// Defaults applied to every Control unless overridden. // Defaults applied to every Control unless overridden.
@@ -69,6 +69,11 @@ public static class CodexTheme
// Card variant — slightly raised against the page background. // Card variant — slightly raised against the page background.
// Used by character-creation grid cards (Calling, History, etc.). // Used by character-creation grid cards (Calling, History, etc.).
// SetTypeVariation registers the inheritance so a PanelContainer
// with ThemeTypeVariation="Card" actually resolves "panel" to the
// Card stylebox; without it, Godot's default PanelContainer panel
// (dark slate) wins and the parchment colours never land.
theme.SetTypeVariation("Card", "PanelContainer");
var card = new StyleBoxFlat var card = new StyleBoxFlat
{ {
BgColor = p.Bg2, BgColor = p.Bg2,
@@ -85,15 +90,24 @@ public static class CodexTheme
card.SetBorderWidthAll(1); card.SetBorderWidthAll(1);
theme.SetStylebox("panel", "Card", card); theme.SetStylebox("panel", "Card", card);
// Hover — gild border so the affordance pops without committing
// the seal-red selection signal yet. CodexCard wires this in via
// MouseEntered/MouseExited.
var cardHover = (StyleBoxFlat)card.Duplicate();
cardHover.BorderColor = p.Gild;
cardHover.SetBorderWidthAll(2);
theme.SetStylebox("panel_hover", "Card", cardHover);
var cardSelected = (StyleBoxFlat)card.Duplicate(); var cardSelected = (StyleBoxFlat)card.Duplicate();
cardSelected.BorderColor = p.Seal; cardSelected.BorderColor = p.Seal;
cardSelected.SetBorderWidthAll(1); cardSelected.SetBorderWidthAll(3);
cardSelected.ShadowColor = WithAlpha(p.Seal, 0.6f); cardSelected.ShadowColor = WithAlpha(p.Seal, 0.6f);
cardSelected.ShadowSize = 14; cardSelected.ShadowSize = 14;
cardSelected.ShadowOffset = new Vector2(0, 14); cardSelected.ShadowOffset = new Vector2(0, 14);
theme.SetStylebox("panel_selected", "Card", cardSelected); theme.SetStylebox("panel_selected", "Card", cardSelected);
// Popover frame — gild border + soft shadow. Matches .trait-hint. // Popover frame — gild border + soft shadow. Matches .trait-hint.
theme.SetTypeVariation("CodexPopover", "PanelContainer");
var popover = new StyleBoxFlat var popover = new StyleBoxFlat
{ {
BgColor = p.Bg2, BgColor = p.Bg2,
@@ -112,6 +126,75 @@ public static class CodexTheme
var popoverDetriment = (StyleBoxFlat)popover.Duplicate(); var popoverDetriment = (StyleBoxFlat)popover.Duplicate();
popoverDetriment.BorderColor = p.Seal; popoverDetriment.BorderColor = p.Seal;
theme.SetStylebox("panel_detriment", "CodexPopover", popoverDetriment); theme.SetStylebox("panel_detriment", "CodexPopover", popoverDetriment);
// Pill — small trait/skill chip. Mirrors .trait-chips .t-name from
// the React prototype: gild-tinted bg over the page bg with a
// translucent gild border. Detriment variant swaps to seal red.
// The page bg (p.Bg) is cream on parchment so the pill reads as
// a slightly warmer carved-into shape inside a card.
theme.SetTypeVariation("Pill", "PanelContainer");
var pill = new StyleBoxFlat
{
BgColor = p.Bg.Lerp(p.Gild, 0.07f),
BorderColor = WithAlpha(p.Gild, 0.55f),
CornerRadiusTopLeft = CodexSpacing.Radius,
CornerRadiusTopRight = CodexSpacing.Radius,
CornerRadiusBottomLeft = CodexSpacing.Radius,
CornerRadiusBottomRight = CodexSpacing.Radius,
ContentMarginLeft = 9,
ContentMarginRight = 9,
ContentMarginTop = 3,
ContentMarginBottom = 3,
};
pill.SetBorderWidthAll(1);
theme.SetStylebox("panel", "Pill", pill);
theme.SetTypeVariation("PillDetriment", "PanelContainer");
var pillDetriment = (StyleBoxFlat)pill.Duplicate();
pillDetriment.BgColor = p.Bg.Lerp(p.Seal, 0.08f);
pillDetriment.BorderColor = WithAlpha(p.Seal, 0.55f);
theme.SetStylebox("panel", "PillDetriment", pillDetriment);
// Ability tokens + slots — fixed-size 56×56 panels used by Step V.
// Token = the draggable die; slot = the drop target. Both use the
// page bg with a Rule border so they read as carved-into the page
// rather than floating cards. Mirrors .die / .slot in the React
// prototype's CSS (parchment block).
var dieBox = new StyleBoxFlat
{
BgColor = p.Bg,
BorderColor = p.Rule,
CornerRadiusTopLeft = CodexSpacing.Radius,
CornerRadiusTopRight = CodexSpacing.Radius,
CornerRadiusBottomLeft = CodexSpacing.Radius,
CornerRadiusBottomRight = CodexSpacing.Radius,
};
dieBox.SetBorderWidthAll(1);
theme.SetTypeVariation("AbilityToken", "PanelContainer");
theme.SetStylebox("panel", "AbilityToken", dieBox);
theme.SetTypeVariation("AbilitySlot", "PanelContainer");
theme.SetStylebox("panel", "AbilitySlot", dieBox);
// Skill row — sits inside an ability-group Card. Bg2 fill (matching
// the card so rows blend into the card bg by default); state tints
// applied per row via Modulate in StepSkills (background-granted →
// warm gild, chosen → pale green, unavailable → reduced alpha).
theme.SetTypeVariation("SkillRow", "PanelContainer");
var skillRow = new StyleBoxFlat
{
BgColor = p.Bg2,
CornerRadiusTopLeft = CodexSpacing.Radius,
CornerRadiusTopRight = CodexSpacing.Radius,
CornerRadiusBottomLeft = CodexSpacing.Radius,
CornerRadiusBottomRight = CodexSpacing.Radius,
ContentMarginLeft = 8,
ContentMarginRight = 8,
ContentMarginTop = 4,
ContentMarginBottom = 4,
};
theme.SetStylebox("panel", "SkillRow", skillRow);
} }
private static void ApplyLabel(Theme theme, CodexPalette p) private static void ApplyLabel(Theme theme, CodexPalette p)
@@ -273,34 +356,45 @@ public static class CodexTheme
if (_fontsLoaded) return; if (_fontsLoaded) return;
_fontsLoaded = true; _fontsLoaded = true;
_serifDisplay = LoadFontFromFonts("CormorantGaramond-Regular.ttf"); _serifDisplay = LoadFontFromFonts("CormorantGaramond-Medium.ttf",
_serifDisplayItalic = LoadFontFromFonts("CormorantGaramond-Italic.ttf"); "CormorantGaramond-Regular.ttf");
_serifDisplayItalic = LoadFontFromFonts("CormorantGaramond-MediumItalic.ttf",
"CormorantGaramond-Italic.ttf");
_serifBody = LoadFontFromFonts("CrimsonPro-Regular.ttf"); _serifBody = LoadFontFromFonts("CrimsonPro-Regular.ttf");
_mono = LoadFontFromFonts("JetBrainsMono-Regular.ttf"); _mono = LoadFontFromFonts("JetBrainsMono-Regular.ttf");
if (_serifDisplay is null && _serifBody is null && _mono is null) // Mono falls back to body so eyebrow/meta labels still render in a
// serif rather than collapsing to Godot's default sans.
if (_mono is null) _mono = _serifBody;
if (_serifDisplay is null && _serifBody is null)
{ {
GD.Print("[codex-theme] No fonts in res://Fonts/. Using Godot defaults. " + GD.Print("[codex-theme] No fonts in res://Fonts/. Using Godot defaults. " +
"Drop CormorantGaramond, CrimsonPro, JetBrainsMono TTFs into " + "Drop CormorantGaramond + CrimsonPro TTFs into res://Fonts/ " +
"res://Fonts/ for full design parity."); "for full design parity.");
} }
} }
private static FontFile? LoadFontFromFonts(string filename) private static FontFile? LoadFontFromFonts(params string[] candidateFilenames)
{ {
// Try res://Fonts/ first (Godot-managed). foreach (var filename in candidateFilenames)
string resPath = $"res://Fonts/{filename}";
if (ResourceLoader.Exists(resPath))
return ResourceLoader.Load<FontFile>(resPath);
// Fall back to Content/Fonts/ via filesystem load (sibling of Gfx,
// mirrors how MonoGame's CodexFonts loader walks).
string fsPath = Path.Combine(ContentPaths.ContentRoot, "Fonts", filename);
if (File.Exists(fsPath))
{ {
var font = new FontFile(); // Try res://Fonts/ first (Godot-managed import).
font.LoadDynamicFont(fsPath); string resPath = $"res://Fonts/{filename}";
return font; if (ResourceLoader.Exists(resPath))
return ResourceLoader.Load<FontFile>(resPath);
// Fall back to globalized res://Fonts/ via runtime FontFile load.
// ContentPaths is for game data (Content/Data, Content/Gfx) which
// sits next to Theriapolis.Godot, not inside it — so it can't be
// used for fonts shipped under res://Fonts/.
string globalRes = ProjectSettings.GlobalizePath(resPath);
if (File.Exists(globalRes))
{
var font = new FontFile();
font.LoadDynamicFont(globalRes);
return font;
}
} }
return null; return null;
} }