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TheriapolisV3/Theriapolis.Godot/Scenes/Widgets/TraitChip.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

57 lines
1.7 KiB
C#

using Godot;
namespace Theriapolis.GodotHost.Scenes.Widgets;
/// <summary>
/// Small chip widget. The hover trigger for a trait/skill/detriment.
/// Per GODOT_PORTING_GUIDE.md §6.2: on mouse-enter, asks the shared
/// <see cref="PopoverLayer"/> to show the popover at this chip's global
/// rect; on exit, schedules close (popover stays alive if the cursor
/// then enters the popover itself).
///
/// Lightweight — every clade trait list, every skill row, every bonus
/// pill spawns several of these. The actual popover panel is a single
/// reused instance owned by PopoverLayer, not one per chip.
/// </summary>
public partial class TraitChip : PanelContainer
{
[Export] public string TraitName { get; set; } = "";
[Export] public string Description { get; set; } = "";
[Export] public string Tag { get; set; } = "";
[Export] public bool Detriment { get; set; }
private Label _label = null!;
public override void _Ready()
{
MouseFilter = MouseFilterEnum.Stop;
_label = new Label
{
Text = TraitName,
MouseFilter = MouseFilterEnum.Ignore,
};
AddChild(_label);
MouseEntered += OnHoverEntered;
MouseExited += OnHoverExited;
}
public void SetTrait(string name, string description, string tag = "", bool detriment = false)
{
TraitName = name;
Description = description;
Tag = tag;
Detriment = detriment;
if (_label is not null) _label.Text = name;
}
private void OnHoverEntered()
{
PopoverLayer.Instance?.ShowFor(this, TraitName, Description, Tag, Detriment);
}
private void OnHoverExited()
{
PopoverLayer.Instance?.ScheduleClose();
}
}