Files
TheriapolisV3/Theriapolis.Godot/Scenes/Widgets/PopoverLayer.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

131 lines
4.3 KiB
C#

using Godot;
namespace Theriapolis.GodotHost.Scenes.Widgets;
/// <summary>
/// Shared overlay layer that owns one reusable trait popover panel.
/// Per GODOT_PORTING_GUIDE.md §6.1 — TraitChip triggers ask
/// <see cref="Instance"/> to show the popover at their global rect; the
/// popover stays open while either the trigger or the popover itself is
/// hovered (80 ms grace via close timer).
///
/// One PopoverLayer per scene; lives as a CanvasLayer child of
/// Wizard.tscn so popovers float above every step's content. Mirrors
/// <c>src/trait-hint.jsx</c>'s viewport-clamp / flip-above behaviour.
/// </summary>
public partial class PopoverLayer : CanvasLayer
{
public static PopoverLayer? Instance { get; private set; }
private const float GracePeriodSec = 0.08f;
private const float ArrowOffsetPx = 6f;
private const int ViewportPadPx = 8;
private PanelContainer _popup = null!;
private Label _titleLabel = null!;
private Label _tagLabel = null!;
private Label _descLabel = null!;
private Timer _closeTimer = null!;
public override void _EnterTree()
{
Instance = this;
}
public override void _ExitTree()
{
if (Instance == this) Instance = null;
}
public override void _Ready()
{
Layer = 100;
BuildPopover();
}
private void BuildPopover()
{
_popup = new PanelContainer
{
Visible = false,
MouseFilter = Control.MouseFilterEnum.Pass,
ZIndex = 100,
};
_popup.MouseEntered += CancelClose;
_popup.MouseExited += ScheduleClose;
AddChild(_popup);
var v = new VBoxContainer { CustomMinimumSize = new Vector2(240, 0) };
v.AddThemeConstantOverride("separation", 6);
_popup.AddChild(v);
var nameRow = new HBoxContainer();
nameRow.AddThemeConstantOverride("separation", 8);
v.AddChild(nameRow);
_titleLabel = new Label();
nameRow.AddChild(_titleLabel);
_tagLabel = new Label { Visible = false };
nameRow.AddChild(_tagLabel);
_descLabel = new Label
{
AutowrapMode = TextServer.AutowrapMode.WordSmart,
CustomMinimumSize = new Vector2(220, 0),
};
v.AddChild(_descLabel);
_closeTimer = new Timer { OneShot = true, WaitTime = GracePeriodSec };
_closeTimer.Timeout += HidePopover;
AddChild(_closeTimer);
}
public void ShowFor(Control trigger, string title, string description, string tag, bool detriment)
{
CancelClose();
_titleLabel.Text = title;
_descLabel.Text = description;
_tagLabel.Visible = !string.IsNullOrEmpty(tag) || detriment;
_tagLabel.Text = !string.IsNullOrEmpty(tag) ? tag.ToUpperInvariant()
: (detriment ? "DETRIMENT" : "");
// M6.3 default-theme tint: detriment popover gets a red modulate so
// it reads visually distinct from a regular trait. The proper
// codex StyleBox swap lands in the theming pass.
_popup.Modulate = detriment ? new Color(1f, 0.78f, 0.78f) : Colors.White;
_popup.Visible = true;
_popup.ResetSize();
Reposition(trigger);
}
public void ScheduleClose() => _closeTimer.Start();
public void CancelClose() => _closeTimer.Stop();
private void HidePopover() => _popup.Visible = false;
private void Reposition(Control trigger)
{
var trigRect = trigger.GetGlobalRect();
var popSize = _popup.GetCombinedMinimumSize();
var vp = trigger.GetViewportRect().Size;
// Default: under trigger, left-aligned with trigger.
float left = trigRect.Position.X;
float top = trigRect.End.Y + ArrowOffsetPx;
// Flip above if no room below and there's room above.
if (top + popSize.Y + ViewportPadPx > vp.Y &&
trigRect.Position.Y - ArrowOffsetPx - popSize.Y >= ViewportPadPx)
{
top = trigRect.Position.Y - ArrowOffsetPx - popSize.Y;
}
// Clamp horizontally + vertically to keep popover in-viewport.
left = Mathf.Clamp(left, ViewportPadPx, vp.X - popSize.X - ViewportPadPx);
top = Mathf.Clamp(top, ViewportPadPx, vp.Y - popSize.Y - ViewportPadPx);
_popup.Position = new Vector2(left, top);
}
}