2db442be7e
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>
148 lines
5.7 KiB
C#
148 lines
5.7 KiB
C#
using Godot;
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using Theriapolis.GodotHost.UI;
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namespace Theriapolis.GodotHost.Scenes;
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/// <summary>
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/// Entry-point screen — vertical button stack on a parchment field with the
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/// codex title and a version label. Per port-plan §M6, exists primarily to
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/// validate the design system in a non-trivial composition before the player
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/// reaches character creation.
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///
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/// Button actions:
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/// New Character — swap self for the Wizard scene under the Main parent
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/// (siblings cleared so the wizard fills the viewport).
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/// Continue — disabled until <see cref="CharacterAssembler.PersistedStatePath"/>
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/// exists; full pickup lands with the M7 play loop.
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/// Quit — shut down the engine.
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/// </summary>
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public partial class TitleScreen : Control
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{
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private const string VersionLabel = "PORT / GODOT · M6.20";
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private const string WizardScenePath = "res://Scenes/Wizard.tscn";
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public override void _Ready()
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{
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SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
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Theme = CodexTheme.Build();
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// Backing panel so the parchment Bg fills the viewport (the Control
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// itself paints nothing). Same pattern as Wizard.cs.
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// Note: SetAnchorsAndOffsetsPreset is required (not just AnchorRight =
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// 1) because Godot's anchor setters preserve visual position by
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// adjusting offsets — manual anchor edits leave the control at 0×0.
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var bg = new Panel { MouseFilter = MouseFilterEnum.Ignore };
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AddChild(bg);
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bg.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
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MoveChild(bg, 0);
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// Centered title + button stack column.
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var center = new CenterContainer { MouseFilter = MouseFilterEnum.Ignore };
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AddChild(center);
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center.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
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var col = new VBoxContainer { CustomMinimumSize = new Vector2(360, 0) };
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col.AddThemeConstantOverride("separation", 28);
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center.AddChild(col);
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var titleBlock = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
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titleBlock.AddThemeConstantOverride("separation", 4);
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col.AddChild(titleBlock);
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titleBlock.AddChild(new Label
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{
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Text = "THERIAPOLIS",
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ThemeTypeVariation = "CodexTitle",
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HorizontalAlignment = HorizontalAlignment.Center,
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});
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titleBlock.AddChild(new Label
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{
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Text = "CODEX OF BECOMING",
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ThemeTypeVariation = "Eyebrow",
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HorizontalAlignment = HorizontalAlignment.Center,
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});
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var buttonStack = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
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buttonStack.AddThemeConstantOverride("separation", 12);
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col.AddChild(buttonStack);
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var newBtn = MakeMenuButton("New Character", primary: true);
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newBtn.Pressed += OnNewCharacter;
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buttonStack.AddChild(newBtn);
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var continueBtn = MakeMenuButton("Continue", primary: false);
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continueBtn.Disabled = !FileAccess.FileExists(CharacterAssembler.PersistedStatePath);
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continueBtn.Pressed += OnContinue;
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buttonStack.AddChild(continueBtn);
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var quitBtn = MakeMenuButton("Quit", primary: false);
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quitBtn.Pressed += OnQuit;
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buttonStack.AddChild(quitBtn);
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// Version chip in the bottom-right corner — small mono Eyebrow tag,
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// sits over the parchment field at a comfortable margin.
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var versionLabel = new Label
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{
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Text = VersionLabel,
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ThemeTypeVariation = "Eyebrow",
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AnchorLeft = 1, AnchorRight = 1,
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AnchorTop = 1, AnchorBottom = 1,
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OffsetLeft = -180, OffsetTop = -28,
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OffsetRight = -16, OffsetBottom = -10,
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HorizontalAlignment = HorizontalAlignment.Right,
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};
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AddChild(versionLabel);
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}
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private static Button MakeMenuButton(string text, bool primary)
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{
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var btn = new Button
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{
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Text = text,
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FocusMode = FocusModeEnum.None,
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SizeFlagsHorizontal = SizeFlags.ExpandFill,
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CustomMinimumSize = new Vector2(0, 44),
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};
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if (primary) btn.ThemeTypeVariation = "PrimaryButton";
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return btn;
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}
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private void OnNewCharacter()
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{
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var packed = ResourceLoader.Load<PackedScene>(WizardScenePath);
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if (packed is null)
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{
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GD.PushError($"[title] Failed to load {WizardScenePath}");
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return;
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}
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var parent = GetParent();
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if (parent is null) return;
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// Clear siblings so the wizard fills the viewport, then swap in.
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foreach (Node sibling in parent.GetChildren())
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if (sibling != this) sibling.QueueFree();
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var wizardNode = packed.Instantiate();
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parent.AddChild(wizardNode);
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// The wizard's "← Title" back-button (visible on step 0) emits
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// BackToTitle; reinstate this title screen when that fires.
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if (wizardNode is Wizard wizard)
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wizard.BackToTitle += () => SwapBackToTitle(parent);
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QueueFree();
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}
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private static void SwapBackToTitle(Node parent)
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{
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foreach (Node child in parent.GetChildren()) child.QueueFree();
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parent.AddChild(new TitleScreen());
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}
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private void OnContinue()
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{
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// M7 territory — the play-loop screens that consume the persisted
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// character don't exist yet. For now, surface a print so the click
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// does something visible and the button isn't dead UI.
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GD.Print($"[title] Continue: {CharacterAssembler.PersistedStatePath} exists. "
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+ "Play-loop pickup lands with M7.");
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}
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private void OnQuit() => GetTree().Quit();
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}
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