e3f0296e6f
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>
42 lines
1.5 KiB
C#
42 lines
1.5 KiB
C#
using Godot;
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namespace Theriapolis.GodotHost.Scenes.Widgets;
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/// <summary>
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/// Drop target for ability assignment. Per GODOT_PORTING_GUIDE.md §7.2:
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/// accepts any drag payload tagged "ability_value" and emits
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/// <see cref="Dropped"/> with the payload so the step orchestrates the
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/// state change centrally. Visual content (the AbilityToken when filled,
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/// or a placeholder dash when empty) is set by the step on every refresh.
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///
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/// Each slot owns exactly one ability id (STR/DEX/CON/INT/WIS/CHA). On
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/// click of a filled slot, returns the value to the pool (synthesised
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/// slot→pool payload) — matches the React prototype's "click to unbind"
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/// affordance from <c>steps.jsx</c>.
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/// </summary>
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public partial class AbilitySlot : PanelContainer
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{
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[Signal] public delegate void DroppedEventHandler(Godot.Collections.Dictionary payload);
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[Export] public string Ability { get; set; } = "STR";
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public override void _Ready()
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{
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CustomMinimumSize = new Vector2(56, 56);
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ThemeTypeVariation = "AbilitySlot";
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MouseFilter = MouseFilterEnum.Stop;
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}
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public override bool _CanDropData(Vector2 atPosition, Variant data)
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{
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if (data.VariantType != Variant.Type.Dictionary) return false;
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var d = data.AsGodotDictionary();
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return d.ContainsKey("kind") && d["kind"].AsString() == "ability_value";
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}
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public override void _DropData(Vector2 atPosition, Variant data)
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{
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EmitSignal(SignalName.Dropped, data);
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}
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}
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