port/godot
5 Commits
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83c6343783 |
M6.21: Dark theme parity + card shadow polish + hover/selection fixes
--dark command-line flag swaps CodexTheme.DefaultPalette to Dark before any UI mounts; both TitleScreen and Wizard pick it up via the no-arg Build() overload. Stepper colours track the active palette. ApplyStateColors and the Active step's gild underline previously read from a stub that hardcoded parchment values, so the Active label rendered as brown-black ink against the dark bg (invisible). Both sites now read CodexTheme.DefaultPalette directly. Card hover stays applied while the cursor is over an inner Button. PanelContainer.MouseExited fires when the cursor crosses onto a child that captures input (Sire/Dam toggles, Sheep/Goat toggles, trait pickers); the recheck defers and uses GetGlobalRect.HasPoint on the cursor position so hover only drops when the cursor truly leaves the card area. Selection stylebox lands on first refresh. SetSelected was previously called inside BuildCard before AddChild, so HasThemeStylebox returned false (theme cascade unreachable) and the override silently dropped — it only re-attached when MouseEntered later re-ran Apply. Refactored SetSelected/SetHover through a new ApplyOrDefer helper that uses CallDeferred when the card isn't in tree yet, so the seal border + drop shadow appear immediately on selection rather than only after the first hover. Selection drop shadow refined. Was a 14px shadow at offset (0,14) which overlapped the next card by 16px in the v_separation:12 grid. Now offset (4,4) + size 6 — diagonal "light from upper-left" direction, total reach 10px, leaves a 2px clearance before the next card so the shadow reads as a shadow on the surface below. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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0ab4715aee |
M6.16: Unified hybrid species grid + codex-styled hover popover
StepSpecies hybrid mode now uses one grid combining sire-clade species (under a "SIRE — <Clade>" eyebrow) and dam-clade species (under "DAM — <Clade>"). Cards are click-to-select like the purebred path — since clades are guaranteed disjoint by StepClade's parent-conflict rule, the lineage is implicit from the species' clade and no per-card toggles are needed. Hover popover now picks up the codex theme: parchment Bg2 panel with a gild border, rounded 14px corners, and soft drop shadow; H3 display serif title, mono Eyebrow tag, CardBody description. Detriment popovers swap to a 3px seal-red border via the panel_detriment stylebox override (replaces the old red Modulate hack). Theme propagation fix: CanvasLayer breaks Godot's Control theme inheritance, so the popup was rendering on Godot defaults. _Ready defers a lookup of the parent Control's theme and assigns it directly to the popup so the codex parchment + Cormorant/CrimsonPro fonts actually resolve. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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e3f0296e6f |
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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ba3ebe7ff3 |
M6.3: Trait popovers — shared PopoverLayer + TraitChip triggers
Per GODOT_PORTING_GUIDE.md §6 (and §12 build order — popovers before
the easy card-grid steps because traits/skills/bonuses surface them
everywhere). One reusable popover panel; lightweight chip triggers.
Scenes/Widgets/PopoverLayer.cs:
CanvasLayer added once as a child of Wizard.tscn. Owns one
PanelContainer + close Timer; static Instance for chip-side access.
ShowFor(trigger, ...) populates and positions the popover at the
trigger's global rect with viewport clamp + flip-above logic
(mirrors src/trait-hint.jsx). 80 ms grace period when moving from
trigger to popover so the popover stays open across the gap.
Detriment popovers get a red Modulate as a placeholder for the
seal-coloured StyleBox the theming pass will install.
Scenes/Widgets/TraitChip.cs:
Lightweight PanelContainer + Label trigger. On MouseEntered asks
PopoverLayer.Instance to show; on MouseExited schedules close.
Pill styling deferred to theming (default Godot panel for now;
TraitChip / TraitChipDetriment styleboxes will land alongside
the parchment Theme pass).
Wizard.tscn:
PopoverLayer added as a top-level CanvasLayer child so popovers
float above every step's content regardless of where the trigger
is in the tree.
Steps/StepClade.cs:
Replaces the placeholder "{n} traits, {m} detriments" line with an
HFlowContainer of TraitChip per trait + per detriment. Hover any
chip → popover shows name + description (+ DETRIMENT tag for the
detriment chips).
Also: cards switched from Button to PanelContainer for content-
driven height. Button isn't a Container, so its intrinsic min
size didn't aggregate from the inner vbox — at higher trait
counts the chips overflowed into the cards below. PanelContainer
is a Container, so the card grows with its content. GuiInput
handles the click-to-select; selected state shown via Modulate
tint until the proper StyleBox swap lands in theming.
Closes M6.3. Per guide §12, next is M6.4 — easy card-grid steps
(Species / Calling / Subclass / History) variations on the StepClade
pattern, then StepSkills, then StepReview.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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4d3db17a89 |
M6.2: Step V Abilities — drag-drop assignment + roll/auto-assign
Per GODOT_PORTING_GUIDE.md §7, the highest-risk piece in the wizard.
Three reusable widgets + the orchestrating step.
Scenes/Widgets/AbilityToken.cs:
Draggable Control with Value + Origin metadata. _GetDragData returns
a Dictionary payload {kind, value, from, ability, idx} per guide
§7.1. MouseFilter = Pass so clicks propagate to the parent slot
for the click-to-return affordance (later removed; see commit body).
Drag preview is a dimmed duplicate.
Scenes/Widgets/AbilitySlot.cs:
PanelContainer drop target per guide §7.2. Accepts any
ability_value payload via _CanDropData / _DropData and emits
Dropped(payload). Each slot owns one ability id (STR/DEX/CON/INT/
WIS/CHA).
Scenes/Widgets/AbilityPool.cs:
HBoxContainer drop target per guide §7.3. Accepts only slot→pool
drops (returning an assigned value to the pool); pool→pool drops
are no-ops.
Scenes/Steps/StepStats.cs:
Direct port of StepStats in steps.jsx per guide §7.4. Standard
array (default) and roll-4d6-drop-lowest method tabs; Reroll
button visible in roll mode; Auto Assign sorts the remaining pool
descending and places the largest values into empty slots ordered
by class.PrimaryAbility. Three drag-drop cases (pool→slot,
slot→slot swap, slot→pool) all delegate to a single Patch call,
then the entire token tree rebuilds from the new draft state on
the Changed signal — handlers don't reparent anything manually.
Issues hit during development and resolved before commit:
- Initial click-to-return on slot pre-empted drag-from-slot every
time (the GuiInput fired on mouse-down, before Godot detected
the drag). Removed click-to-return — drag is the canonical
interaction; that matches the React prototype anyway.
- Token MouseFilter = Stop blocked clicks from reaching the slot
layer; switched to Pass which still works as a drag source.
- Refresh() teardown + rebuild reset the parent ScrollContainer's
scroll to 0 every drop. CallDeferred / SetDeferred / CreateTimer
all raced because layout settles over multiple frames; the fix
that worked was capturing scroll position pre-rebuild and
restoring in _Process the next frame.
Wizard.cs:
StepTypes[5] = typeof(StepStats); the Abilities step is now
reachable. (StepTypes[1..4, 6..7] still null — coming in M6.3+.)
Verified: all three drag scenarios + click handling + auto-assign
+ method switch + reroll work; scroll position holds across drops.
Closes M6.2. Next per guide §12: M6.3 — popover system (TraitChip +
shared PopoverLayer) before adding more easy card-grid steps.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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