ba3ebe7ff3
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>
57 lines
1.7 KiB
C#
57 lines
1.7 KiB
C#
using Godot;
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namespace Theriapolis.GodotHost.Scenes.Widgets;
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/// <summary>
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/// Small chip widget. The hover trigger for a trait/skill/detriment.
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/// Per GODOT_PORTING_GUIDE.md §6.2: on mouse-enter, asks the shared
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/// <see cref="PopoverLayer"/> to show the popover at this chip's global
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/// rect; on exit, schedules close (popover stays alive if the cursor
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/// then enters the popover itself).
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///
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/// Lightweight — every clade trait list, every skill row, every bonus
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/// pill spawns several of these. The actual popover panel is a single
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/// reused instance owned by PopoverLayer, not one per chip.
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/// </summary>
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public partial class TraitChip : PanelContainer
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{
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[Export] public string TraitName { get; set; } = "";
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[Export] public string Description { get; set; } = "";
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[Export] public string Tag { get; set; } = "";
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[Export] public bool Detriment { get; set; }
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private Label _label = null!;
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public override void _Ready()
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{
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MouseFilter = MouseFilterEnum.Stop;
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_label = new Label
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{
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Text = TraitName,
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MouseFilter = MouseFilterEnum.Ignore,
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};
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AddChild(_label);
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MouseEntered += OnHoverEntered;
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MouseExited += OnHoverExited;
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}
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public void SetTrait(string name, string description, string tag = "", bool detriment = false)
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{
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TraitName = name;
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Description = description;
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Tag = tag;
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Detriment = detriment;
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if (_label is not null) _label.Text = name;
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}
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private void OnHoverEntered()
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{
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PopoverLayer.Instance?.ShowFor(this, TraitName, Description, Tag, Detriment);
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}
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private void OnHoverExited()
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{
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PopoverLayer.Instance?.ScheduleClose();
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}
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}
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