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

73 lines
2.6 KiB
C#

using Godot;
namespace Theriapolis.GodotHost.Scenes.Widgets;
/// <summary>
/// Draggable ability-score token. Replaces the React prototype's
/// <c>.die</c> + filled <c>.slot</c> in <c>steps.jsx</c> per
/// GODOT_PORTING_GUIDE.md §7.1. Shows the int value as a centered
/// label; <c>_GetDragData</c> returns a Dictionary payload describing
/// where the token came from so the step can mutate CharacterDraft
/// accordingly.
///
/// Tokens are owned by either an AbilityPool (Origin == "pool",
/// OriginPoolIdx set) or an AbilitySlot (Origin == "slot",
/// OriginAbility set). Dropping a token rebuilds the StepStats UI from
/// the new draft state — token instances are short-lived.
/// </summary>
public partial class AbilityToken : PanelContainer
{
[Export] public int Value { get; set; }
[Export] public string Origin { get; set; } = "pool";
[Export] public string OriginAbility { get; set; } = "";
[Export] public int OriginPoolIdx { get; set; } = -1;
public override void _Ready()
{
CustomMinimumSize = new Vector2(56, 56);
ThemeTypeVariation = "AbilityToken";
// PASS so clicks propagate up to the parent AbilitySlot's GuiInput
// handler (click-to-return). Drag detection still triggers on the
// deepest non-IGNORE Control under the cursor, so PASS works for
// _GetDragData too.
MouseFilter = MouseFilterEnum.Pass;
var label = new Label
{
Text = Value.ToString(),
HorizontalAlignment = HorizontalAlignment.Center,
VerticalAlignment = VerticalAlignment.Center,
MouseFilter = MouseFilterEnum.Ignore,
};
label.AddThemeFontSizeOverride("font_size", 22);
AddChild(label);
}
public override Variant _GetDragData(Vector2 atPosition)
{
// Drag preview — a dimmed duplicate of the token.
var preview = new Panel { CustomMinimumSize = new Vector2(56, 56) };
var lbl = new Label
{
Text = Value.ToString(),
HorizontalAlignment = HorizontalAlignment.Center,
VerticalAlignment = VerticalAlignment.Center,
};
lbl.AddThemeFontSizeOverride("font_size", 22);
lbl.AnchorRight = 1f;
lbl.AnchorBottom = 1f;
preview.AddChild(lbl);
preview.Modulate = new Color(1, 1, 1, 0.85f);
SetDragPreview(preview);
return new Godot.Collections.Dictionary
{
{ "kind", "ability_value" },
{ "value", Value },
{ "from", Origin },
{ "ability", OriginAbility },
{ "idx", OriginPoolIdx },
};
}
}