M6.1: Character creation wizard foundation (.tscn + Resource-based draft)
Pivots from M5's code-built UI to the editor-authorable .tscn pattern
recommended in GODOT_PORTING_GUIDE.md, after a session of fighting
Godot idioms with code-only layout. Default theme only; the parchment
Theme lands last per the guide's §12 build order so layout bugs surface
as layout bugs, not theming bugs.
GODOT_PORTING_GUIDE.md:
Authored by Claude Design as the canonical port reference. Maps the
React prototype's structure onto Godot 4.6 with concrete code sketches
and a build-order recommendation. Drove the M6 architecture.
Fonts/:
Cormorant Garamond (Medium + MediumItalic) and Crimson Pro (Regular +
Italic + SemiBold) under OFL — the React prototype's serif-display
and serif-body families. Not yet wired through CodexTheme.Build()
because theming is deferred; CodexTheme.LoadFontFromFonts already
picks them up automatically when the Theme pass lands.
Scenes/Wizard.tscn + Wizard.cs:
Wizard shell per guide §4: codex-header (title + folio counter) +
Stepper + Page (StepHost + Aside) + NavBar (Back / validation / Next).
All node lookups via unique-name (%) syntax; layout authored as a
scene file you can open in the editor. Step lifecycle drives the
Aside via signal binding. Stepper logic mirrors app.jsx — locked
iff some EARLIER step is unsatisfied; "type not yet implemented"
doesn't lock.
Scenes/Aside.tscn + Aside.cs:
Right-rail summary per guide §10. Single Refresh() rebuild on
CharacterDraft.Changed; cheap enough not to bother with partial
updates. Width 320 (was 380 before the layout overflow fix).
Scenes/Steps/IStep.cs + StepClade.cs:
Per-step Bind(draft) + Validate() contract. StepClade renders the
3-column clade card grid; click commits via CharacterDraft.Patch
which triggers the Resource.Changed signal that Aside and Wizard
both subscribe to.
UI/CharacterDraft.cs:
Resource (not Node) per guide §2.1. Mirrors app.jsx's `state` shape
exactly. Patch(dictionary) emits the inherited Resource.Changed
signal — listeners use `draft.Changed += handler` regardless of
which field changed. CodexContent provides lazy-loaded immutable
content tables (Clades, Species, Classes, Subclasses, Backgrounds).
Main.{cs,tscn}: Node → Control
When Main was a Node, Control children couldn't anchor to a real
parent rect — they sat at (0,0) at intrinsic min size. With wide
step content (3-column 200-px-card grid), the Wizard's min size
pushed the navbar beyond the viewport's right edge, hiding the Next
button on smaller windowed viewports. Making Main a full-rect-
anchored Control gives child scenes a proper rect to lay out in.
UI/Widgets/CodexStepper.cs:
Anchored the inner vbox to fill the button rect. Without this, the
vbox sat at the button's top-left at intrinsic size and labels
rendered in the corner — visible as the active-step label being
off-center from the highlight bar.
Verified at 1152x720 windowed and (separately) at fullscreen:
- 3-column card grid fits inside Wrap margins + Aside without
horizontal overflow
- Stepper labels centered under their highlight bars
- Next button visible after clade selection; future steps switch
to "coming soon" placeholder when clicked
- Aside summary fills in CLADE block on selection
Closes M6.1. Next per guide §12 build order: M6.2 — StepStats with
drag-drop (highest-risk piece, de-risk before easy steps).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,58 @@
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using Godot;
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using Theriapolis.GodotHost.UI;
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namespace Theriapolis.GodotHost.Scenes;
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/// <summary>
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/// Right-rail summary of the in-progress character. Single
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/// <see cref="Refresh"/> rebuilds every section per
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/// GODOT_PORTING_GUIDE.md §10 — the panel is small enough that full
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/// rebuild is cheap and partial-update logic isn't worth it. Connect
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/// the draft via <see cref="SetDraft"/>; the Wizard does this on _Ready.
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/// </summary>
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public partial class Aside : MarginContainer
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{
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private CharacterDraft? _draft;
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private VBoxContainer _content = null!;
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public override void _Ready()
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{
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AddThemeConstantOverride("margin_left", 18);
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AddThemeConstantOverride("margin_right", 18);
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AddThemeConstantOverride("margin_top", 18);
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AddThemeConstantOverride("margin_bottom", 18);
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_content = new VBoxContainer();
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_content.AddThemeConstantOverride("separation", 18);
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AddChild(_content);
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}
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public void SetDraft(CharacterDraft draft)
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{
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_draft = draft;
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_draft.Changed += Refresh;
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Refresh();
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}
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private void Refresh()
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{
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if (_draft is null || _content is null) return;
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foreach (var c in _content.GetChildren()) c.QueueFree();
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_content.AddChild(new Label { Text = "SUMMARY" });
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AddBlock("Clade", CodexContent.Clade(_draft.CladeId)?.Name);
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AddBlock("Species", CodexContent.SpeciesById(_draft.SpeciesId)?.Name);
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AddBlock("Calling", CodexContent.Class(_draft.ClassId)?.Name);
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AddBlock("Background", CodexContent.Background(_draft.BackgroundId)?.Name);
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AddBlock("Name", string.IsNullOrEmpty(_draft.CharacterName) ? null : _draft.CharacterName);
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}
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private void AddBlock(string label, string? value)
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{
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var v = new VBoxContainer();
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v.AddThemeConstantOverride("separation", 4);
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_content.AddChild(v);
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v.AddChild(new Label { Text = label.ToUpperInvariant() });
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v.AddChild(new Label { Text = value ?? "—" });
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}
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}
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@@ -0,0 +1,9 @@
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[gd_scene load_steps=2 format=3 uid="uid://aside6m6v1"]
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[ext_resource type="Script" path="res://Scenes/Aside.cs" id="1_aside"]
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[node name="Aside" type="MarginContainer"]
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unique_name_in_owner = true
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custom_minimum_size = Vector2(320, 0)
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size_flags_horizontal = 0
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script = ExtResource("1_aside")
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@@ -0,0 +1,17 @@
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namespace Theriapolis.GodotHost.Scenes.Steps;
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/// <summary>
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/// Common contract for character-creation step scenes. Mirrors
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/// <c>app.jsx</c>'s per-step <c>validate</c> pattern: each step inspects
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/// the shared draft and returns null when its requirements are met, or
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/// a short error string otherwise.
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///
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/// Step classes also extend <see cref="Godot.Control"/> so they can be
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/// parented into the wizard's StepHost. Bind() is called once after
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/// instantiation; Godot drives the lifecycle as usual.
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/// </summary>
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public interface IStep
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{
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void Bind(UI.CharacterDraft draft);
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string? Validate();
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}
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@@ -0,0 +1,153 @@
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using Godot;
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using Theriapolis.Core.Data;
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using Theriapolis.GodotHost.UI;
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namespace Theriapolis.GodotHost.Scenes.Steps;
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/// <summary>
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/// Step I — Clade. Direct port of <c>StepClade</c> in
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/// <c>src/steps.jsx</c>: intro paragraph, then a card grid with one
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/// card per clade. Click selects via <see cref="CharacterDraft.Patch"/>.
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///
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/// Default theme only at this layer (per GODOT_PORTING_GUIDE.md §12 build
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/// order); the parchment look lands in the final theming pass.
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/// </summary>
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public partial class StepClade : VBoxContainer, IStep
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{
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private CharacterDraft _draft = null!;
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private GridContainer _grid = null!;
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public void Bind(CharacterDraft draft)
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{
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_draft = draft;
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_draft.Changed += Refresh;
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Build();
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}
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public string? Validate() => string.IsNullOrEmpty(_draft?.CladeId) ? "Pick a clade." : null;
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private void Build()
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{
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AddThemeConstantOverride("separation", 16);
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var intro = new VBoxContainer();
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intro.AddThemeConstantOverride("separation", 6);
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AddChild(intro);
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intro.AddChild(new Label { Text = "FOLIO I · CLADE" });
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intro.AddChild(new Label { Text = "Choose a Clade" });
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intro.AddChild(new Label
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{
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Text = "The broad mammalian family of your line. Clade defines the largest "
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+ "strokes — predator or prey, communal or solitary, scent-driven or "
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+ "sight-driven. Each clade carries inherited traits and limits that "
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+ "no character escapes.",
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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CustomMinimumSize = new Vector2(0, 0),
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});
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_grid = new GridContainer
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{
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Columns = 3,
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SizeFlagsHorizontal = SizeFlags.ExpandFill,
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};
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_grid.AddThemeConstantOverride("h_separation", 16);
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_grid.AddThemeConstantOverride("v_separation", 16);
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AddChild(_grid);
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Refresh();
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}
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private void Refresh()
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{
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if (_grid is null) return;
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foreach (var c in _grid.GetChildren()) c.QueueFree();
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foreach (var clade in CodexContent.Clades)
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_grid.AddChild(BuildCard(clade));
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}
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private Control BuildCard(CladeDef clade)
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{
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bool selected = _draft.CladeId == clade.Id;
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var btn = new Button
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{
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Text = "",
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Flat = false,
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ToggleMode = true,
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ButtonPressed = selected,
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FocusMode = Control.FocusModeEnum.None,
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// 200 wide so 3 cards + separators (≈ 632) + page margins +
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// Aside fit inside ≥ 1024-px viewports (the smaller-screen
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// floor we want to support). Height held at 200 so the inner
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// labels render at readable size without a content-driven
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// height collapse (Button isn't a Container, so child vbox
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// height doesn't bubble up to the button's intrinsic min size).
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CustomMinimumSize = new Vector2(200, 200),
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ClipText = false,
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Alignment = HorizontalAlignment.Left,
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};
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btn.Pressed += () =>
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{
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// Default species for the new clade — match React app.jsx:
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// when clade changes, species defaults to first species in clade.
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string speciesId = "";
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foreach (var s in CodexContent.SpeciesOfClade(clade.Id))
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{
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speciesId = s.Id;
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break;
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}
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_draft.Patch(new Godot.Collections.Dictionary
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{
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{ "clade_id", clade.Id },
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{ "species_id", speciesId },
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});
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};
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// Label content stacked inside the button via an anchored VBoxContainer
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// (Button isn't a Container, so we anchor the vbox to fill the button's
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// rect and let the children flow within it).
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var box = new VBoxContainer
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{
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MouseFilter = MouseFilterEnum.Ignore,
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};
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box.AnchorRight = 1f;
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box.AnchorBottom = 1f;
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box.OffsetLeft = 12;
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box.OffsetTop = 12;
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box.OffsetRight = -12;
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box.OffsetBottom = -12;
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box.AddThemeConstantOverride("separation", 6);
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btn.AddChild(box);
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box.AddChild(new Label { Text = clade.Name, MouseFilter = MouseFilterEnum.Ignore });
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box.AddChild(new Label
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{
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Text = clade.Kind.ToUpperInvariant(),
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MouseFilter = MouseFilterEnum.Ignore,
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});
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if (clade.AbilityMods.Count > 0)
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{
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var modsRow = new HBoxContainer { MouseFilter = MouseFilterEnum.Ignore };
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modsRow.AddThemeConstantOverride("separation", 8);
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box.AddChild(modsRow);
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foreach (var (k, v) in clade.AbilityMods)
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modsRow.AddChild(new Label
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{
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Text = $"{k} {(v >= 0 ? "+" : "")}{v}",
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MouseFilter = MouseFilterEnum.Ignore,
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});
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}
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if (clade.Traits.Length > 0)
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{
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box.AddChild(new Label
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{
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Text = $"{clade.Traits.Length} traits, {clade.Detriments.Length} detriments",
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MouseFilter = MouseFilterEnum.Ignore,
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});
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}
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return btn;
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}
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}
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@@ -0,0 +1,166 @@
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using Godot;
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namespace Theriapolis.GodotHost.Scenes;
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/// <summary>
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/// Character creation wizard shell. Mirrors <c>src/app.jsx</c> per
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/// GODOT_PORTING_GUIDE.md §4: header + stepper + page (step + aside) +
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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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/// </summary>
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public partial class Wizard : Control
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{
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[Signal] public delegate void BackToTitleEventHandler();
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private static readonly string[] StepKeys =
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{ "clade", "species", "class", "subclass", "background", "stats", "skills", "review" };
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private static readonly string[] StepNames =
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{ "Clade", "Species", "Calling", "Subclass", "History", "Abilities", "Skills", "Sign" };
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public UI.CharacterDraft Character { get; private set; } = null!;
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private UI.Widgets.CodexStepper _stepper = null!;
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private Control _stepHost = null!;
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private Label _folioLabel = null!;
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private Label _validation = null!;
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private Label _navProgress = null!;
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private Button _backBtn = null!;
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private Button _nextBtn = null!;
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private int _step;
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private Steps.IStep? _activeStep;
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private static readonly System.Type?[] StepTypes =
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{
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typeof(Steps.StepClade), // 0 Clade — implemented
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null, // 1 Species
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null, // 2 Calling
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null, // 3 Subclass
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null, // 4 History
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null, // 5 Abilities
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null, // 6 Skills
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null, // 7 Sign
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};
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public override void _Ready()
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{
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Character = new UI.CharacterDraft();
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_stepper = GetNode<UI.Widgets.CodexStepper>("%Stepper");
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_stepHost = GetNode<Control>("%StepHost");
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_folioLabel = GetNode<Label>("%FolioLabel");
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_validation = GetNode<Label>("%ValidationLabel");
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_navProgress = GetNode<Label>("%NavProgress");
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_backBtn = GetNode<Button>("%BackButton");
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_nextBtn = GetNode<Button>("%NextButton");
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var aside = GetNode<Aside>("%Aside");
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aside.SetDraft(Character);
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_stepper.StepClicked += OnStepperClicked;
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_backBtn.Pressed += OnBackPressed;
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_nextBtn.Pressed += OnNextPressed;
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Character.Changed += UpdateChrome;
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SwitchToStep(0);
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}
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// ──────────────────────────────────────────────────────────────────────
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// Step lifecycle
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private void SwitchToStep(int index)
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{
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if (index < 0 || index >= StepKeys.Length) return;
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_step = index;
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foreach (var c in _stepHost.GetChildren()) c.QueueFree();
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_activeStep = null;
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var t = StepTypes[index];
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if (t is null)
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{
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_stepHost.AddChild(new Label
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{
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Text = $"{StepNames[index]} step — coming soon.",
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});
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}
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else
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{
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var instance = (Steps.IStep)System.Activator.CreateInstance(t)!;
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_activeStep = instance;
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instance.Bind(Character);
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_stepHost.AddChild((Control)instance);
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}
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UpdateChrome();
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}
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private void OnStepperClicked(int index)
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{
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if (index <= _step) { SwitchToStep(index); return; }
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// Forward jump requires current step satisfied. Unimplemented future
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// steps still accept the jump — SwitchToStep will show a placeholder.
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if (_activeStep?.Validate() is not null) return;
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SwitchToStep(index);
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}
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private void OnBackPressed()
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{
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if (_step == 0) { EmitSignal(SignalName.BackToTitle); return; }
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SwitchToStep(_step - 1);
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}
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private void OnNextPressed()
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{
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if (_step < StepKeys.Length - 1) SwitchToStep(_step + 1);
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}
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// ──────────────────────────────────────────────────────────────────────
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// Chrome (header, stepper, nav-bar) refresh
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private void UpdateChrome()
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{
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_folioLabel.Text = $"Folio {Roman(_step + 1)} of VIII — {StepNames[_step]}";
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bool valid = _activeStep?.Validate() is null;
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string? err = _activeStep?.Validate();
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_validation.Text = err ?? (_step == StepKeys.Length - 1 ? "Ready to sign" : "Folio complete");
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_nextBtn.Disabled = !valid;
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_nextBtn.Visible = _step < StepKeys.Length - 1;
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_backBtn.Text = _step == 0 ? "← Title" : "← Back";
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_navProgress.Text = $"{_step + 1} / {StepKeys.Length}";
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RebuildStepperStates(valid);
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}
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private void RebuildStepperStates(bool currentSatisfied)
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{
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// Mirrors app.jsx's lock semantics: a step is Locked iff some EARLIER
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// step is unsatisfied. "Type not yet implemented" doesn't affect the
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// lock state — clicking an unimplemented step just shows a placeholder.
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var states = new UI.Widgets.CodexStepper.StepState[StepNames.Length];
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for (int i = 0; i < StepNames.Length; i++)
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{
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if (i == _step)
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states[i] = UI.Widgets.CodexStepper.StepState.Active;
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else if (i < _step)
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states[i] = UI.Widgets.CodexStepper.StepState.Complete;
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else
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states[i] = currentSatisfied
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? UI.Widgets.CodexStepper.StepState.Pending
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: UI.Widgets.CodexStepper.StepState.Locked;
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}
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_stepper.SetSteps(StepNames, states);
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}
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private static string Roman(int n) => n switch
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{
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1 => "I", 2 => "II", 3 => "III", 4 => "IV",
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5 => "V", 6 => "VI", 7 => "VII", 8 => "VIII",
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_ => n.ToString(),
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};
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}
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@@ -0,0 +1,87 @@
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[gd_scene load_steps=4 format=3 uid="uid://wizard6m6v1"]
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[ext_resource type="Script" path="res://Scenes/Wizard.cs" id="1_wizard"]
|
||||
[ext_resource type="Script" path="res://UI/Widgets/CodexStepper.cs" id="2_stepper"]
|
||||
[ext_resource type="PackedScene" path="res://Scenes/Aside.tscn" id="3_aside"]
|
||||
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||||
[node name="Wizard" type="Control"]
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anchors_preset = 15
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||||
anchor_right = 1.0
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||||
anchor_bottom = 1.0
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script = ExtResource("1_wizard")
|
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|
||||
[node name="Wrap" type="MarginContainer" parent="."]
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
theme_override_constants/margin_left = 36
|
||||
theme_override_constants/margin_right = 36
|
||||
theme_override_constants/margin_top = 16
|
||||
theme_override_constants/margin_bottom = 16
|
||||
|
||||
[node name="Layout" type="VBoxContainer" parent="Wrap"]
|
||||
|
||||
[node name="Header" type="HBoxContainer" parent="Wrap/Layout"]
|
||||
theme_override_constants/separation = 24
|
||||
|
||||
[node name="TitleCol" type="VBoxContainer" parent="Wrap/Layout/Header"]
|
||||
size_flags_horizontal = 3
|
||||
|
||||
[node name="Title" type="Label" parent="Wrap/Layout/Header/TitleCol"]
|
||||
text = "THERIAPOLIS · CODEX OF BECOMING"
|
||||
|
||||
[node name="FolioLabel" type="Label" parent="Wrap/Layout/Header/TitleCol"]
|
||||
unique_name_in_owner = true
|
||||
text = "Folio I of VIII — Clade"
|
||||
|
||||
[node name="MetaLabel" type="Label" parent="Wrap/Layout/Header"]
|
||||
text = "PORT/GODOT · M6"
|
||||
|
||||
[node name="Stepper" type="HBoxContainer" parent="Wrap/Layout"]
|
||||
unique_name_in_owner = true
|
||||
size_flags_horizontal = 3
|
||||
script = ExtResource("2_stepper")
|
||||
|
||||
[node name="Page" type="HBoxContainer" parent="Wrap/Layout"]
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="PageMain" type="MarginContainer" parent="Wrap/Layout/Page"]
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
theme_override_constants/margin_left = 12
|
||||
theme_override_constants/margin_right = 28
|
||||
theme_override_constants/margin_top = 16
|
||||
theme_override_constants/margin_bottom = 16
|
||||
|
||||
[node name="Scroll" type="ScrollContainer" parent="Wrap/Layout/Page/PageMain"]
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
horizontal_scroll_mode = 0
|
||||
|
||||
[node name="StepHost" type="VBoxContainer" parent="Wrap/Layout/Page/PageMain/Scroll"]
|
||||
unique_name_in_owner = true
|
||||
size_flags_horizontal = 3
|
||||
|
||||
[node name="Aside" parent="Wrap/Layout/Page" instance=ExtResource("3_aside")]
|
||||
|
||||
[node name="NavBar" type="HBoxContainer" parent="Wrap/Layout"]
|
||||
theme_override_constants/separation = 24
|
||||
|
||||
[node name="BackButton" type="Button" parent="Wrap/Layout/NavBar"]
|
||||
unique_name_in_owner = true
|
||||
text = "← Back"
|
||||
|
||||
[node name="Spacer" type="Control" parent="Wrap/Layout/NavBar"]
|
||||
size_flags_horizontal = 3
|
||||
|
||||
[node name="ValidationLabel" type="Label" parent="Wrap/Layout/NavBar"]
|
||||
unique_name_in_owner = true
|
||||
text = ""
|
||||
|
||||
[node name="NavProgress" type="Label" parent="Wrap/Layout/NavBar"]
|
||||
unique_name_in_owner = true
|
||||
text = "1 / 8"
|
||||
|
||||
[node name="NextButton" type="Button" parent="Wrap/Layout/NavBar"]
|
||||
unique_name_in_owner = true
|
||||
text = "Next ›"
|
||||
Reference in New Issue
Block a user