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>
136 lines
5.0 KiB
C#
136 lines
5.0 KiB
C#
using Godot;
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using System.Linq;
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using Theriapolis.Core.Data;
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using Theriapolis.GodotHost.Scenes.Widgets;
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using Theriapolis.GodotHost.UI;
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namespace Theriapolis.GodotHost.Scenes.Steps;
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/// <summary>
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/// Step III — Calling. Direct port of <c>StepClass</c> in
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/// <c>src/steps.jsx</c>: card per class showing hit die, primary
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/// abilities, saves, and level-1 features (subclass-selection
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/// stubs filtered out per the React prototype's contract). Class
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/// change clears chosen skills and the previously-chosen subclass.
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/// </summary>
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public partial class StepClass : VBoxContainer, IStep
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{
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private CharacterDraft _draft = null!;
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private GridContainer _grid = null!;
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public void Bind(CharacterDraft draft)
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{
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_draft = draft;
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// Defer Refresh so it runs after the click callback that triggered
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// Changed completes (avoids the Free()-during-signal duplicate bug).
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_draft.Changed += () => Callable.From(Refresh).CallDeferred();
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Build();
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}
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public string? Validate() =>
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string.IsNullOrEmpty(_draft?.ClassId) ? "Pick a calling." : null;
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private void Build()
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{
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AddThemeConstantOverride("separation", 16);
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var intro = new VBoxContainer();
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intro.AddThemeConstantOverride("separation", 6);
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AddChild(intro);
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intro.AddChild(new Label { Text = "FOLIO III · CALLING", ThemeTypeVariation = "Eyebrow" });
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intro.AddChild(new Label { Text = "Choose a Calling", ThemeTypeVariation = "H2" });
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intro.AddChild(new Label
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{
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Text = "Your character's path — fighter, hunter, scholar, or something stranger. "
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+ "The calling fixes your hit die, primary abilities, saving-throw "
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+ "proficiencies, and the level-1 feature set you start play with.",
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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});
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_grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
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_grid.AddThemeConstantOverride("h_separation", 16);
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_grid.AddThemeConstantOverride("v_separation", 16);
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AddChild(_grid);
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Refresh();
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}
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private void Refresh()
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{
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if (_grid is null) return;
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foreach (var c in _grid.GetChildren()) c.QueueFree();
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foreach (var cls in CodexContent.Classes)
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_grid.AddChild(BuildCard(cls));
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}
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private Control BuildCard(ClassDef cls)
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{
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bool selected = _draft.ClassId == cls.Id;
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var card = CodexCard.Make();
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card.CustomMinimumSize = new Vector2(200, 0);
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CodexCard.SetSelected(card, selected);
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card.GuiInput += (InputEvent e) =>
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{
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if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
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{
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// Class change: reset subclass + chosen skills, mirroring
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// app.jsx's useEffect on classId.
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_draft.Patch(new Godot.Collections.Dictionary
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{
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{ "class_id", cls.Id },
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{ "subclass_id", "" },
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{ "chosen_skills", new Godot.Collections.Array<string>() },
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});
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}
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};
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var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
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box.AddThemeConstantOverride("separation", 6);
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card.AddChild(box);
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box.AddChild(new Label { Text = cls.Name, ThemeTypeVariation = "CardName" });
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box.AddChild(new Label
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{
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Text = $"d{cls.HitDie} · {string.Join("/", cls.PrimaryAbility)}",
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ThemeTypeVariation = "CardMeta",
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});
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if (cls.Saves.Length > 0)
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{
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var savesRow = new HBoxContainer();
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savesRow.AddThemeConstantOverride("separation", 6);
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box.AddChild(savesRow);
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savesRow.AddChild(new Label { Text = "SAVES", ThemeTypeVariation = "Eyebrow" });
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foreach (var s in cls.Saves)
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savesRow.AddChild(new Label { Text = s, ThemeTypeVariation = "CardMeta" });
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}
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// Level-1 features. Filter out stubs and subclass-selection markers
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// (the React prototype hides the subclass picker on the class card).
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var lvl1 = cls.LevelTable.FirstOrDefault(e => e.Level == 1);
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if (lvl1?.Features.Length > 0)
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{
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var featChips = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
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featChips.AddThemeConstantOverride("h_separation", 6);
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featChips.AddThemeConstantOverride("v_separation", 4);
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box.AddChild(featChips);
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foreach (var fid in lvl1.Features)
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{
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if (!cls.FeatureDefinitions.TryGetValue(fid, out var fd)) continue;
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if (fd.Kind == "stub" || fid.StartsWith("subclass_")) continue;
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featChips.AddChild(new TraitChip
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{
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TraitName = fd.Name,
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Description = fd.Description,
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Tag = fd.Kind,
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});
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}
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}
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return card;
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}
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}
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