Files
Christopher Wiebe 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>
2026-05-03 22:04:24 -07:00

42 lines
1.5 KiB
C#

using Godot;
namespace Theriapolis.GodotHost.Scenes.Widgets;
/// <summary>
/// Drop target for ability assignment. Per GODOT_PORTING_GUIDE.md §7.2:
/// accepts any drag payload tagged "ability_value" and emits
/// <see cref="Dropped"/> with the payload so the step orchestrates the
/// state change centrally. Visual content (the AbilityToken when filled,
/// or a placeholder dash when empty) is set by the step on every refresh.
///
/// Each slot owns exactly one ability id (STR/DEX/CON/INT/WIS/CHA). On
/// click of a filled slot, returns the value to the pool (synthesised
/// slot→pool payload) — matches the React prototype's "click to unbind"
/// affordance from <c>steps.jsx</c>.
/// </summary>
public partial class AbilitySlot : PanelContainer
{
[Signal] public delegate void DroppedEventHandler(Godot.Collections.Dictionary payload);
[Export] public string Ability { get; set; } = "STR";
public override void _Ready()
{
CustomMinimumSize = new Vector2(56, 56);
ThemeTypeVariation = "AbilitySlot";
MouseFilter = MouseFilterEnum.Stop;
}
public override bool _CanDropData(Vector2 atPosition, Variant data)
{
if (data.VariantType != Variant.Type.Dictionary) return false;
var d = data.AsGodotDictionary();
return d.ContainsKey("kind") && d["kind"].AsString() == "ability_value";
}
public override void _DropData(Vector2 atPosition, Variant data)
{
EmitSignal(SignalName.Dropped, data);
}
}