Files
TheriapolisV3/Theriapolis.Godot/Scenes/TitleScreen.cs
T
Christopher Wiebe 2db442be7e M6.20: TitleScreen entry point with parchment-themed button stack
Default boot now lands on a centered title screen instead of the M0
hello-world label. Vertical button stack — New Character, Continue,
Quit — over the codex parchment field, with the H1 codex title and a
PORT / GODOT · M6.20 version chip in the bottom-right.

Continue is disabled until user://character.json exists; clicking it
prints a placeholder until the M7 play loop can pick the persisted
state up. New Character swaps the title for the wizard scene under
the Main parent. The wizard's existing "← Title" back-button on
Step 0 now actually does something — TitleScreen wires its
BackToTitle signal to a parent-side swap that reinstates the title
screen when the player backs out.

--wizard command-line flag still skips straight to the wizard for
fast-path development. Layout uses SetAnchorsAndOffsetsPreset
(LayoutPreset.FullRect) on the backing panel and CenterContainer —
manual AnchorRight = 1 doesn't fill in code because Godot's anchor
setters preserve visual position by adjusting offsets, leaving the
control at 0×0.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 22:01:51 -07:00

148 lines
5.7 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using Godot;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes;
/// <summary>
/// Entry-point screen — vertical button stack on a parchment field with the
/// codex title and a version label. Per port-plan §M6, exists primarily to
/// validate the design system in a non-trivial composition before the player
/// reaches character creation.
///
/// Button actions:
/// New Character — swap self for the Wizard scene under the Main parent
/// (siblings cleared so the wizard fills the viewport).
/// Continue — disabled until <see cref="CharacterAssembler.PersistedStatePath"/>
/// exists; full pickup lands with the M7 play loop.
/// Quit — shut down the engine.
/// </summary>
public partial class TitleScreen : Control
{
private const string VersionLabel = "PORT / GODOT · M6.20";
private const string WizardScenePath = "res://Scenes/Wizard.tscn";
public override void _Ready()
{
SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
Theme = CodexTheme.Build();
// Backing panel so the parchment Bg fills the viewport (the Control
// itself paints nothing). Same pattern as Wizard.cs.
// Note: SetAnchorsAndOffsetsPreset is required (not just AnchorRight =
// 1) because Godot's anchor setters preserve visual position by
// adjusting offsets — manual anchor edits leave the control at 0×0.
var bg = new Panel { MouseFilter = MouseFilterEnum.Ignore };
AddChild(bg);
bg.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
MoveChild(bg, 0);
// Centered title + button stack column.
var center = new CenterContainer { MouseFilter = MouseFilterEnum.Ignore };
AddChild(center);
center.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
var col = new VBoxContainer { CustomMinimumSize = new Vector2(360, 0) };
col.AddThemeConstantOverride("separation", 28);
center.AddChild(col);
var titleBlock = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
titleBlock.AddThemeConstantOverride("separation", 4);
col.AddChild(titleBlock);
titleBlock.AddChild(new Label
{
Text = "THERIAPOLIS",
ThemeTypeVariation = "CodexTitle",
HorizontalAlignment = HorizontalAlignment.Center,
});
titleBlock.AddChild(new Label
{
Text = "CODEX OF BECOMING",
ThemeTypeVariation = "Eyebrow",
HorizontalAlignment = HorizontalAlignment.Center,
});
var buttonStack = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
buttonStack.AddThemeConstantOverride("separation", 12);
col.AddChild(buttonStack);
var newBtn = MakeMenuButton("New Character", primary: true);
newBtn.Pressed += OnNewCharacter;
buttonStack.AddChild(newBtn);
var continueBtn = MakeMenuButton("Continue", primary: false);
continueBtn.Disabled = !FileAccess.FileExists(CharacterAssembler.PersistedStatePath);
continueBtn.Pressed += OnContinue;
buttonStack.AddChild(continueBtn);
var quitBtn = MakeMenuButton("Quit", primary: false);
quitBtn.Pressed += OnQuit;
buttonStack.AddChild(quitBtn);
// Version chip in the bottom-right corner — small mono Eyebrow tag,
// sits over the parchment field at a comfortable margin.
var versionLabel = new Label
{
Text = VersionLabel,
ThemeTypeVariation = "Eyebrow",
AnchorLeft = 1, AnchorRight = 1,
AnchorTop = 1, AnchorBottom = 1,
OffsetLeft = -180, OffsetTop = -28,
OffsetRight = -16, OffsetBottom = -10,
HorizontalAlignment = HorizontalAlignment.Right,
};
AddChild(versionLabel);
}
private static Button MakeMenuButton(string text, bool primary)
{
var btn = new Button
{
Text = text,
FocusMode = FocusModeEnum.None,
SizeFlagsHorizontal = SizeFlags.ExpandFill,
CustomMinimumSize = new Vector2(0, 44),
};
if (primary) btn.ThemeTypeVariation = "PrimaryButton";
return btn;
}
private void OnNewCharacter()
{
var packed = ResourceLoader.Load<PackedScene>(WizardScenePath);
if (packed is null)
{
GD.PushError($"[title] Failed to load {WizardScenePath}");
return;
}
var parent = GetParent();
if (parent is null) return;
// Clear siblings so the wizard fills the viewport, then swap in.
foreach (Node sibling in parent.GetChildren())
if (sibling != this) sibling.QueueFree();
var wizardNode = packed.Instantiate();
parent.AddChild(wizardNode);
// The wizard's "← Title" back-button (visible on step 0) emits
// BackToTitle; reinstate this title screen when that fires.
if (wizardNode is Wizard wizard)
wizard.BackToTitle += () => SwapBackToTitle(parent);
QueueFree();
}
private static void SwapBackToTitle(Node parent)
{
foreach (Node child in parent.GetChildren()) child.QueueFree();
parent.AddChild(new TitleScreen());
}
private void OnContinue()
{
// M7 territory — the play-loop screens that consume the persisted
// character don't exist yet. For now, surface a print so the click
// does something visible and the button isn't dead UI.
GD.Print($"[title] Continue: {CharacterAssembler.PersistedStatePath} exists. "
+ "Play-loop pickup lands with M7.");
}
private void OnQuit() => GetTree().Quit();
}