Files
TheriapolisV3/Theriapolis.Godot/Main.cs
T
Christopher Wiebe ee5439285c M6.1: Character creation wizard foundation (.tscn + Resource-based draft)
Pivots from M5's code-built UI to the editor-authorable .tscn pattern
recommended in GODOT_PORTING_GUIDE.md, after a session of fighting
Godot idioms with code-only layout. Default theme only; the parchment
Theme lands last per the guide's §12 build order so layout bugs surface
as layout bugs, not theming bugs.

GODOT_PORTING_GUIDE.md:
  Authored by Claude Design as the canonical port reference. Maps the
  React prototype's structure onto Godot 4.6 with concrete code sketches
  and a build-order recommendation. Drove the M6 architecture.

Fonts/:
  Cormorant Garamond (Medium + MediumItalic) and Crimson Pro (Regular +
  Italic + SemiBold) under OFL — the React prototype's serif-display
  and serif-body families. Not yet wired through CodexTheme.Build()
  because theming is deferred; CodexTheme.LoadFontFromFonts already
  picks them up automatically when the Theme pass lands.

Scenes/Wizard.tscn + Wizard.cs:
  Wizard shell per guide §4: codex-header (title + folio counter) +
  Stepper + Page (StepHost + Aside) + NavBar (Back / validation / Next).
  All node lookups via unique-name (%) syntax; layout authored as a
  scene file you can open in the editor. Step lifecycle drives the
  Aside via signal binding. Stepper logic mirrors app.jsx — locked
  iff some EARLIER step is unsatisfied; "type not yet implemented"
  doesn't lock.

Scenes/Aside.tscn + Aside.cs:
  Right-rail summary per guide §10. Single Refresh() rebuild on
  CharacterDraft.Changed; cheap enough not to bother with partial
  updates. Width 320 (was 380 before the layout overflow fix).

Scenes/Steps/IStep.cs + StepClade.cs:
  Per-step Bind(draft) + Validate() contract. StepClade renders the
  3-column clade card grid; click commits via CharacterDraft.Patch
  which triggers the Resource.Changed signal that Aside and Wizard
  both subscribe to.

UI/CharacterDraft.cs:
  Resource (not Node) per guide §2.1. Mirrors app.jsx's `state` shape
  exactly. Patch(dictionary) emits the inherited Resource.Changed
  signal — listeners use `draft.Changed += handler` regardless of
  which field changed. CodexContent provides lazy-loaded immutable
  content tables (Clades, Species, Classes, Subclasses, Backgrounds).

Main.{cs,tscn}: Node → Control
  When Main was a Node, Control children couldn't anchor to a real
  parent rect — they sat at (0,0) at intrinsic min size. With wide
  step content (3-column 200-px-card grid), the Wizard's min size
  pushed the navbar beyond the viewport's right edge, hiding the Next
  button on smaller windowed viewports. Making Main a full-rect-
  anchored Control gives child scenes a proper rect to lay out in.

UI/Widgets/CodexStepper.cs:
  Anchored the inner vbox to fill the button rect. Without this, the
  vbox sat at the button's top-left at intrinsic size and labels
  rendered in the corner — visible as the active-step label being
  off-center from the highlight bar.

Verified at 1152x720 windowed and (separately) at fullscreen:
  - 3-column card grid fits inside Wrap margins + Aside without
    horizontal overflow
  - Stepper labels centered under their highlight bars
  - Next button visible after clade selection; future steps switch
    to "coming soon" placeholder when clicked
  - Aside summary fills in CLADE block on selection

Closes M6.1.  Next per guide §12 build order: M6.2 — StepStats with
drag-drop (highest-risk piece, de-risk before easy steps).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-02 19:35:03 -07:00

146 lines
4.7 KiB
C#

using Godot;
using Theriapolis.GodotHost.Platform;
using Theriapolis.GodotHost.Rendering;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost;
// Control (not Node) so child Control scenes (Wizard, KitchenSink, etc.)
// can anchor to a real rect that fills the viewport. With a plain Node
// parent, anchors are ignored and Controls sit at (0,0) at intrinsic min
// size, which causes wide content to overflow off the right edge.
public partial class Main : Control
{
public override void _Ready()
{
// GetCmdlineArgs returns every arg (Godot's own flags + ours);
// GetCmdlineUserArgs only returns args after a "--" separator.
// Use the union so users don't have to remember the separator.
var userArgs = OS.GetCmdlineUserArgs();
var allArgs = OS.GetCmdlineArgs();
var args = new string[userArgs.Length + allArgs.Length];
userArgs.CopyTo(args, 0);
allArgs.CopyTo(args, userArgs.Length);
ulong? smokeTestSeed = null;
ulong? worldMapSeed = null;
bool runAssetTest = false;
bool runCodexTest = false;
bool runWizard = false;
(ulong seed, int tx, int ty)? tacticalArgs = null;
for (int i = 0; i < args.Length; i++)
{
if (args[i] == "--codex-test")
{
runCodexTest = true;
break;
}
if (args[i] == "--wizard")
{
runWizard = true;
break;
}
if (args[i] == "--smoke-test")
{
ulong seed = 12345UL;
if (i + 1 < args.Length && ulong.TryParse(args[i + 1], out var parsed))
seed = parsed;
smokeTestSeed = seed;
break;
}
if (args[i] == "--asset-test")
{
runAssetTest = true;
break;
}
if (args[i] == "--world-map")
{
ulong seed = 12345UL;
if (i + 1 < args.Length && ulong.TryParse(args[i + 1], out var parsed))
seed = parsed;
worldMapSeed = seed;
break;
}
if (args[i] == "--tactical")
{
ulong seed = 12345UL;
int tx = 128, ty = 128;
if (i + 1 < args.Length && ulong.TryParse(args[i + 1], out var s))
seed = s;
if (i + 2 < args.Length && int.TryParse(args[i + 2], out var x))
tx = x;
if (i + 3 < args.Length && int.TryParse(args[i + 3], out var y))
ty = y;
tacticalArgs = (seed, tx, ty);
break;
}
}
if (smokeTestSeed.HasValue)
{
int code = SmokeTest.Run(smokeTestSeed.Value);
GetTree().Quit(code);
return;
}
if (runAssetTest)
{
int code = AssetTest.Run();
GetTree().Quit(code);
return;
}
if (worldMapSeed.HasValue)
{
// M4: unified seamless-zoom view. --world-map starts zoomed out
// (fit-to-viewport, initialZoom=0 = compute fit), --tactical
// starts at native sprite zoom 32 with the player at the given
// tile. Wheel between them seamlessly.
foreach (Node child in GetChildren())
child.QueueFree();
AddChild(new WorldView(worldMapSeed.Value));
return;
}
if (tacticalArgs.HasValue)
{
foreach (Node child in GetChildren())
child.QueueFree();
var (seed, tx, ty) = tacticalArgs.Value;
AddChild(new WorldView(seed, tx, ty, initialZoom: 32f));
return;
}
if (runCodexTest)
{
foreach (Node child in GetChildren())
child.QueueFree();
AddChild(new KitchenSink());
return;
}
if (runWizard)
{
foreach (Node child in GetChildren())
child.QueueFree();
var packed = ResourceLoader.Load<PackedScene>("res://Scenes/Wizard.tscn");
AddChild(packed.Instantiate());
return;
}
GD.Print("Theriapolis.Godot host ready (M0 hello-world).");
}
public override void _UnhandledInput(InputEvent @event)
{
if (@event.IsActionPressed("ui_toggle_fullscreen"))
{
var mode = DisplayServer.WindowGetMode();
DisplayServer.WindowSetMode(
mode == DisplayServer.WindowMode.Fullscreen
? DisplayServer.WindowMode.Windowed
: DisplayServer.WindowMode.Fullscreen);
}
}
}