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>
169 lines
5.8 KiB
C#
169 lines
5.8 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Godot;
|
|
|
|
namespace Theriapolis.GodotHost.UI.Widgets;
|
|
|
|
/// <summary>
|
|
/// Codex stepper. Mirrors <c>.stepper / .step</c> in the React prototype:
|
|
/// horizontal grid of N steps, each with a Roman numeral and an uppercased
|
|
/// name. Per-step state drives colour and the gild-coloured underline:
|
|
/// Active (current), Complete (✓ + seal), Locked (✕ + dimmed). Click on
|
|
/// any non-locked step emits <see cref="StepClicked"/>.
|
|
///
|
|
/// Lock semantics mirror <c>app.jsx</c>: a step is locked iff some
|
|
/// earlier step has unmet validation. The owning screen passes a per-step
|
|
/// <see cref="StepState"/> array; this widget just renders.
|
|
/// </summary>
|
|
public partial class CodexStepper : HBoxContainer
|
|
{
|
|
public enum StepState { Pending, Active, Complete, Locked }
|
|
|
|
[Signal] public delegate void StepClickedEventHandler(int index);
|
|
|
|
private readonly List<StepEntry> _entries = new();
|
|
|
|
public void SetSteps(IReadOnlyList<string> names, IReadOnlyList<StepState> states)
|
|
{
|
|
if (names.Count != states.Count)
|
|
throw new ArgumentException("names and states must be the same length");
|
|
|
|
// Rebuild children from scratch — N is small (<=8) so this is cheap.
|
|
foreach (var child in GetChildren())
|
|
child.QueueFree();
|
|
_entries.Clear();
|
|
|
|
for (int i = 0; i < names.Count; i++)
|
|
{
|
|
var entry = BuildStep(i, names[i], states[i], isLast: i == names.Count - 1);
|
|
AddChild(entry.Container);
|
|
_entries.Add(entry);
|
|
}
|
|
}
|
|
|
|
private StepEntry BuildStep(int index, string name, StepState state, bool isLast)
|
|
{
|
|
// Outer cell — VBoxContainer with mouse handling on a button child
|
|
// so we get press events for click-to-jump. SizeFlagsHorizontal
|
|
// expand makes each cell take an equal share of the width.
|
|
var btn = new Button
|
|
{
|
|
ThemeTypeVariation = "GhostButton",
|
|
Flat = true,
|
|
FocusMode = FocusModeEnum.None,
|
|
CustomMinimumSize = new Vector2(0, 64),
|
|
SizeFlagsHorizontal = SizeFlags.ExpandFill,
|
|
ToggleMode = false,
|
|
};
|
|
// Build a vbox child for two stacked labels.
|
|
var vbox = new VBoxContainer
|
|
{
|
|
MouseFilter = MouseFilterEnum.Ignore,
|
|
SizeFlagsHorizontal = SizeFlags.ExpandFill,
|
|
SizeFlagsVertical = SizeFlags.ExpandFill,
|
|
Alignment = BoxContainer.AlignmentMode.Center,
|
|
};
|
|
btn.AddChild(vbox);
|
|
|
|
var num = new Label
|
|
{
|
|
Text = state == StepState.Locked ? "✕" : Roman(index + 1),
|
|
HorizontalAlignment = HorizontalAlignment.Center,
|
|
ThemeTypeVariation = "StepperNum",
|
|
MouseFilter = MouseFilterEnum.Ignore,
|
|
};
|
|
vbox.AddChild(num);
|
|
|
|
var lbl = new Label
|
|
{
|
|
Text = name.ToUpperInvariant(),
|
|
HorizontalAlignment = HorizontalAlignment.Center,
|
|
ThemeTypeVariation = "StepperName",
|
|
MouseFilter = MouseFilterEnum.Ignore,
|
|
};
|
|
vbox.AddChild(lbl);
|
|
|
|
ApplyStateColors(num, lbl, state);
|
|
|
|
if (state != StepState.Locked)
|
|
btn.Pressed += () => EmitSignal(SignalName.StepClicked, index);
|
|
else
|
|
btn.Disabled = true;
|
|
|
|
// The active step gets a 2-px gild underline. Implement as a
|
|
// ColorRect bottom-anchored at -1 within the button.
|
|
if (state == StepState.Active)
|
|
{
|
|
var underline = new ColorRect
|
|
{
|
|
Color = TryGetThemeColor("font_color", "Gild") ?? new Color("#b48a3c"),
|
|
MouseFilter = MouseFilterEnum.Ignore,
|
|
};
|
|
underline.AnchorTop = 1.0f;
|
|
underline.AnchorBottom = 1.0f;
|
|
underline.AnchorLeft = 0.14f;
|
|
underline.AnchorRight = 0.86f;
|
|
underline.OffsetTop = -2;
|
|
underline.OffsetBottom = 0;
|
|
btn.AddChild(underline);
|
|
}
|
|
|
|
return new StepEntry(btn, num, lbl);
|
|
}
|
|
|
|
private static void ApplyStateColors(Label num, Label name, StepState state)
|
|
{
|
|
// Default theme colours come from the StepperNum/StepperName variations
|
|
// (ink-mute). State overrides bring active steps to ink and complete
|
|
// to seal-red. Locked uses the dim default plus reduced opacity.
|
|
Color? numColor = state switch
|
|
{
|
|
StepState.Active => TryGetGlobalThemeColor("Ink", new Color("#2b1d10")),
|
|
StepState.Complete => TryGetGlobalThemeColor("Seal", new Color("#7a1f12")),
|
|
_ => null,
|
|
};
|
|
Color? nameColor = state switch
|
|
{
|
|
StepState.Active => TryGetGlobalThemeColor("Ink", new Color("#2b1d10")),
|
|
_ => null,
|
|
};
|
|
|
|
if (numColor.HasValue) num.AddThemeColorOverride("font_color", numColor.Value);
|
|
if (nameColor.HasValue) name.AddThemeColorOverride("font_color", nameColor.Value);
|
|
|
|
if (state == StepState.Complete)
|
|
num.Text = "✓ " + num.Text;
|
|
|
|
if (state == StepState.Locked)
|
|
{
|
|
num.Modulate = new Color(1, 1, 1, 0.45f);
|
|
name.Modulate = new Color(1, 1, 1, 0.45f);
|
|
}
|
|
}
|
|
|
|
private static Color? TryGetGlobalThemeColor(string name, Color fallback) => fallback;
|
|
|
|
private Color? TryGetThemeColor(string property, string variation)
|
|
{
|
|
if (HasThemeColor(property, variation)) return GetThemeColor(property, variation);
|
|
return null;
|
|
}
|
|
|
|
private static string Roman(int n) => n switch
|
|
{
|
|
1 => "I",
|
|
2 => "II",
|
|
3 => "III",
|
|
4 => "IV",
|
|
5 => "V",
|
|
6 => "VI",
|
|
7 => "VII",
|
|
8 => "VIII",
|
|
9 => "IX",
|
|
10 => "X",
|
|
_ => n.ToString(),
|
|
};
|
|
|
|
private readonly record struct StepEntry(Button Container, Label Num, Label Name);
|
|
}
|