Files
TheriapolisV3/Theriapolis.Godot/Scenes/Steps/StepClade.cs
T
Christopher Wiebe ba3ebe7ff3 M6.3: Trait popovers — shared PopoverLayer + TraitChip triggers
Per GODOT_PORTING_GUIDE.md §6 (and §12 build order — popovers before
the easy card-grid steps because traits/skills/bonuses surface them
everywhere). One reusable popover panel; lightweight chip triggers.

Scenes/Widgets/PopoverLayer.cs:
  CanvasLayer added once as a child of Wizard.tscn. Owns one
  PanelContainer + close Timer; static Instance for chip-side access.
  ShowFor(trigger, ...) populates and positions the popover at the
  trigger's global rect with viewport clamp + flip-above logic
  (mirrors src/trait-hint.jsx). 80 ms grace period when moving from
  trigger to popover so the popover stays open across the gap.
  Detriment popovers get a red Modulate as a placeholder for the
  seal-coloured StyleBox the theming pass will install.

Scenes/Widgets/TraitChip.cs:
  Lightweight PanelContainer + Label trigger. On MouseEntered asks
  PopoverLayer.Instance to show; on MouseExited schedules close.
  Pill styling deferred to theming (default Godot panel for now;
  TraitChip / TraitChipDetriment styleboxes will land alongside
  the parchment Theme pass).

Wizard.tscn:
  PopoverLayer added as a top-level CanvasLayer child so popovers
  float above every step's content regardless of where the trigger
  is in the tree.

Steps/StepClade.cs:
  Replaces the placeholder "{n} traits, {m} detriments" line with an
  HFlowContainer of TraitChip per trait + per detriment. Hover any
  chip → popover shows name + description (+ DETRIMENT tag for the
  detriment chips).

  Also: cards switched from Button to PanelContainer for content-
  driven height. Button isn't a Container, so its intrinsic min
  size didn't aggregate from the inner vbox — at higher trait
  counts the chips overflowed into the cards below. PanelContainer
  is a Container, so the card grows with its content. GuiInput
  handles the click-to-select; selected state shown via Modulate
  tint until the proper StyleBox swap lands in theming.

Closes M6.3. Per guide §12, next is M6.4 — easy card-grid steps
(Species / Calling / Subclass / History) variations on the StepClade
pattern, then StepSkills, then StepReview.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-02 20:57:02 -07:00

160 lines
5.5 KiB
C#

using Godot;
using Theriapolis.Core.Data;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes.Steps;
/// <summary>
/// Step I — Clade. Direct port of <c>StepClade</c> in
/// <c>src/steps.jsx</c>: intro paragraph, then a card grid with one
/// card per clade. Click selects via <see cref="CharacterDraft.Patch"/>.
///
/// Default theme only at this layer (per GODOT_PORTING_GUIDE.md §12 build
/// order); the parchment look lands in the final theming pass.
/// </summary>
public partial class StepClade : VBoxContainer, IStep
{
private CharacterDraft _draft = null!;
private GridContainer _grid = null!;
public void Bind(CharacterDraft draft)
{
_draft = draft;
_draft.Changed += Refresh;
Build();
}
public string? Validate() => string.IsNullOrEmpty(_draft?.CladeId) ? "Pick a clade." : null;
private void Build()
{
AddThemeConstantOverride("separation", 16);
var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6);
AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO I · CLADE" });
intro.AddChild(new Label { Text = "Choose a Clade" });
intro.AddChild(new Label
{
Text = "The broad mammalian family of your line. Clade defines the largest "
+ "strokes — predator or prey, communal or solitary, scent-driven or "
+ "sight-driven. Each clade carries inherited traits and limits that "
+ "no character escapes.",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
CustomMinimumSize = new Vector2(0, 0),
});
_grid = new GridContainer
{
Columns = 3,
SizeFlagsHorizontal = SizeFlags.ExpandFill,
};
_grid.AddThemeConstantOverride("h_separation", 16);
_grid.AddThemeConstantOverride("v_separation", 16);
AddChild(_grid);
Refresh();
}
private void Refresh()
{
if (_grid is null) return;
foreach (var c in _grid.GetChildren()) c.QueueFree();
foreach (var clade in CodexContent.Clades)
_grid.AddChild(BuildCard(clade));
}
private Control BuildCard(CladeDef clade)
{
bool selected = _draft.CladeId == clade.Id;
// PanelContainer (a Container subclass) so the card height is
// driven by its inner VBoxContainer's content. Switching from
// Button avoids the issue where Button's intrinsic min size
// doesn't aggregate from non-Button children, causing chips to
// overflow into the cards below at high trait counts.
var card = new PanelContainer
{
CustomMinimumSize = new Vector2(200, 0),
MouseFilter = MouseFilterEnum.Stop,
};
if (selected) card.Modulate = new Color(1f, 0.95f, 0.85f); // gild tint placeholder until theming
card.GuiInput += (InputEvent e) =>
{
if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
{
// Default species for the new clade — match React app.jsx:
// when clade changes, species defaults to first species in clade.
string speciesId = "";
foreach (var s in CodexContent.SpeciesOfClade(clade.Id))
{
speciesId = s.Id;
break;
}
_draft.Patch(new Godot.Collections.Dictionary
{
{ "clade_id", clade.Id },
{ "species_id", speciesId },
});
}
};
var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
box.AddThemeConstantOverride("separation", 6);
card.AddChild(box);
box.AddChild(new Label { Text = clade.Name, MouseFilter = MouseFilterEnum.Ignore });
box.AddChild(new Label
{
Text = clade.Kind.ToUpperInvariant(),
MouseFilter = MouseFilterEnum.Ignore,
});
if (clade.AbilityMods.Count > 0)
{
var modsRow = new HBoxContainer { MouseFilter = MouseFilterEnum.Ignore };
modsRow.AddThemeConstantOverride("separation", 8);
box.AddChild(modsRow);
foreach (var (k, v) in clade.AbilityMods)
modsRow.AddChild(new Label
{
Text = $"{k} {(v >= 0 ? "+" : "")}{v}",
MouseFilter = MouseFilterEnum.Ignore,
});
}
if (clade.Traits.Length > 0 || clade.Detriments.Length > 0)
{
var chips = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
chips.AddThemeConstantOverride("h_separation", 6);
chips.AddThemeConstantOverride("v_separation", 4);
box.AddChild(chips);
foreach (var t in clade.Traits)
{
var chip = new TraitChip
{
TraitName = t.Name,
Description = t.Description,
};
chips.AddChild(chip);
}
foreach (var d in clade.Detriments)
{
var chip = new TraitChip
{
TraitName = d.Name,
Description = d.Description,
Detriment = true,
};
chips.AddChild(chip);
}
}
return card;
}
}