Files
TheriapolisV3/Theriapolis.Godot/Main.cs
T
Christopher Wiebe 953bb985ad M5: Codex design system (dark theme) + kitchen-sink
Programmatic Theme builder + reusable popover and stepper widgets,
ported from CharacterCreator.zip's :root design tokens. Kitchen-sink
scene exercises every primitive for visual eyeballing.

CodexPalette.cs:
  Color tokens lifted verbatim from the React prototype's `:root`
  block (--bg, --ink, --gild, --seal, etc.). Variable names mirror
  the CSS so the audit trail stays readable. Spacing locked at the
  prototype's normal density (--gap=24, --pad=28, --radius=2).

  Scope cut: only the Dark theme ships. The React prototype designed
  Parchment, Dark, and Blood as switchable variations — user direction
  during M5 is that only Dark (leather + candlelight) is wanted for
  this game. Parchment/Blood code dropped, plan doc updated to match
  (§1 goal #5, §4.5 UI map, §5 M5 scope, §10 resolved decisions #4).
  No runtime theme switcher.

CodexTheme.Build():
  Programmatically constructs a Godot Theme from CodexPalette.Dark
  plus CodexSpacing/CodexType tokens. Configures Panel, Card,
  CodexPopover styleboxes; Label variations for H1..H4, CodexTitle,
  Eyebrow, Meta, ValidationOk/Error, CardName/Body/Meta, StepperNum/
  Name; Button + PrimaryButton + GhostButton variants; LineEdit,
  CheckBox, scrollbar styling.

  Fonts: looks for CormorantGaramond / CrimsonPro / JetBrainsMono
  TTFs in res://Fonts/ (or Content/Fonts/) and graceful-falls-back to
  Godot defaults if missing. M5 ships with no fonts in repo; user can
  drop them in later for typography parity with the React prototype.

CodexPopover.cs:
  Hoverable text trigger + floating PanelContainer, mirrors
  src/trait-hint.jsx. Viewport-clamps horizontally and vertically;
  flips above the trigger if there's no room below; 80 ms grace
  period when moving cursor from trigger to popover. Detriment
  variant uses the seal-coloured stylebox. Future TraitName /
  SkillChip / BonusPill widgets layer className differences on top.

CodexStepper.cs:
  Roman-numeral horizontal stepper with Pending / Active / Complete /
  Locked states. Active step gets a 2-px gild underline, Complete
  shows a ✓ in seal-red, Locked shows ✕ + 0.45 modulate. Emits
  StepClicked(int) for non-locked rows. M5 is decorative — M6 wires
  the signal to the character-creation state machine.

KitchenSink.cs + Main.cs --codex-test:
  Verification scene rendering every primitive (header, stepper,
  buttons, inputs, cards, trait popovers). Clicks log to console.
  Fonts default to Godot's Noto Sans until res://Fonts/ is populated.

Closes M5 of theriapolis-rpg-implementation-plan-godot-port.md.
Next: M6 (title + character creation).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-01 20:29:22 -07:00

127 lines
4.0 KiB
C#

using Godot;
using Theriapolis.GodotHost.Platform;
using Theriapolis.GodotHost.Rendering;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost;
public partial class Main : Node
{
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;
(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] == "--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;
}
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);
}
}
}