953bb985ad
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>
127 lines
4.0 KiB
C#
127 lines
4.0 KiB
C#
using Godot;
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using Theriapolis.GodotHost.Platform;
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using Theriapolis.GodotHost.Rendering;
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using Theriapolis.GodotHost.UI;
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namespace Theriapolis.GodotHost;
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public partial class Main : Node
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{
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public override void _Ready()
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{
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// GetCmdlineArgs returns every arg (Godot's own flags + ours);
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// GetCmdlineUserArgs only returns args after a "--" separator.
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// Use the union so users don't have to remember the separator.
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var userArgs = OS.GetCmdlineUserArgs();
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var allArgs = OS.GetCmdlineArgs();
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var args = new string[userArgs.Length + allArgs.Length];
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userArgs.CopyTo(args, 0);
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allArgs.CopyTo(args, userArgs.Length);
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ulong? smokeTestSeed = null;
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ulong? worldMapSeed = null;
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bool runAssetTest = false;
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bool runCodexTest = false;
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(ulong seed, int tx, int ty)? tacticalArgs = null;
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for (int i = 0; i < args.Length; i++)
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{
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if (args[i] == "--codex-test")
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{
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runCodexTest = true;
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break;
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}
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if (args[i] == "--smoke-test")
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{
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ulong seed = 12345UL;
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if (i + 1 < args.Length && ulong.TryParse(args[i + 1], out var parsed))
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seed = parsed;
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smokeTestSeed = seed;
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break;
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}
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if (args[i] == "--asset-test")
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{
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runAssetTest = true;
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break;
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}
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if (args[i] == "--world-map")
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{
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ulong seed = 12345UL;
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if (i + 1 < args.Length && ulong.TryParse(args[i + 1], out var parsed))
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seed = parsed;
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worldMapSeed = seed;
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break;
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}
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if (args[i] == "--tactical")
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{
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ulong seed = 12345UL;
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int tx = 128, ty = 128;
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if (i + 1 < args.Length && ulong.TryParse(args[i + 1], out var s))
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seed = s;
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if (i + 2 < args.Length && int.TryParse(args[i + 2], out var x))
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tx = x;
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if (i + 3 < args.Length && int.TryParse(args[i + 3], out var y))
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ty = y;
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tacticalArgs = (seed, tx, ty);
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break;
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}
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}
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if (smokeTestSeed.HasValue)
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{
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int code = SmokeTest.Run(smokeTestSeed.Value);
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GetTree().Quit(code);
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return;
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}
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if (runAssetTest)
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{
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int code = AssetTest.Run();
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GetTree().Quit(code);
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return;
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}
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if (worldMapSeed.HasValue)
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{
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// M4: unified seamless-zoom view. --world-map starts zoomed out
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// (fit-to-viewport, initialZoom=0 = compute fit), --tactical
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// starts at native sprite zoom 32 with the player at the given
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// tile. Wheel between them seamlessly.
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foreach (Node child in GetChildren())
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child.QueueFree();
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AddChild(new WorldView(worldMapSeed.Value));
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return;
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}
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if (tacticalArgs.HasValue)
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{
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foreach (Node child in GetChildren())
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child.QueueFree();
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var (seed, tx, ty) = tacticalArgs.Value;
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AddChild(new WorldView(seed, tx, ty, initialZoom: 32f));
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return;
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}
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if (runCodexTest)
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{
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foreach (Node child in GetChildren())
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child.QueueFree();
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AddChild(new KitchenSink());
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return;
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}
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GD.Print("Theriapolis.Godot host ready (M0 hello-world).");
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}
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public override void _UnhandledInput(InputEvent @event)
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{
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if (@event.IsActionPressed("ui_toggle_fullscreen"))
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{
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var mode = DisplayServer.WindowGetMode();
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DisplayServer.WindowSetMode(
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mode == DisplayServer.WindowMode.Fullscreen
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? DisplayServer.WindowMode.Windowed
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: DisplayServer.WindowMode.Fullscreen);
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}
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}
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}
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