e3f0296e6f
Lights up the M5 codex design system across the wizard. Default palette swaps from dark leather to aged-parchment cream with sealing-wax red selection emphasis, matching the React prototype's default theme variant. CodexTheme.Build() is applied at the wizard root so every step + Aside + popover cascades through it. Theme additions: - Parchment palette in CodexPalette (Dark retained as alt) - Type variations registered for Card, CodexPopover, Pill, PillDetriment, AbilityToken, AbilitySlot, SkillRow — without SetTypeVariation, panel-stylebox lookup falls through to Godot's default dark slate, which is what was happening to every bare PanelContainer before this pass. - panel_hover stylebox on Card (gild border) wired via CodexCard's MouseEntered/Exited helper; panel_selected bumped to 3px seal-red border + soft shadow so selection reads at a glance. Card selection refactor: - Replaced the warm-cream Modulate hint on cards with stylebox swaps via the new CodexCard.SetSelected helper. The Modulate approach was a no-op on cream-on-cream parchment; the stylebox swap looks the same on either palette. - Step intros + Aside section headers now use the existing Eyebrow / H2 / H3 / CardName / CardMeta / CardBody label variations. - Confirm button on Step VIII uses the PrimaryButton variation. Popover + chip behaviour: - PopoverLayer is now MouseFilter=Ignore so clicks/scroll/hover all pass through. Adjacent chips fire reliably even when the previous popover overlaps them spatially. - Dropped the 80ms grace timer; chip MouseExited closes immediately. - TraitChip MouseFilter Stop → Pass so clicks bubble up to the parent card's GuiInput (selecting the card). Misc: - Wizard._Ready inserts a backing Panel so the parchment Bg fills the canvas — Wizard root is a plain Control, which paints nothing. - CodexTheme font lookup tries Cormorant-Medium before -Regular and globalizes res://Fonts/ for runtime FontFile load (the previous fallback used ContentPaths which points at a sibling data tree). - StepStats final-score Label rendered at font_size 22 to match the AbilityToken die. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
125 lines
4.4 KiB
C#
125 lines
4.4 KiB
C#
using Godot;
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using Theriapolis.Core.Data;
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using Theriapolis.GodotHost.Scenes.Widgets;
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using Theriapolis.GodotHost.UI;
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namespace Theriapolis.GodotHost.Scenes.Steps;
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/// <summary>
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/// Step V — History. Direct port of <c>StepBackground</c> in
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/// <c>src/steps.jsx</c>: card per background showing flavor, granted
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/// skill / tool proficiencies, and a unique feature with a description
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/// popover.
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/// </summary>
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public partial class StepBackground : VBoxContainer, IStep
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{
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private CharacterDraft _draft = null!;
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private GridContainer _grid = null!;
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public void Bind(CharacterDraft draft)
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{
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_draft = draft;
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_draft.Changed += () => Callable.From(Refresh).CallDeferred();
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Build();
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}
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public string? Validate() =>
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string.IsNullOrEmpty(_draft?.BackgroundId) ? "Pick a history." : null;
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private void Build()
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{
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AddThemeConstantOverride("separation", 16);
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var intro = new VBoxContainer();
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intro.AddThemeConstantOverride("separation", 6);
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AddChild(intro);
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intro.AddChild(new Label { Text = "FOLIO V · HISTORY", ThemeTypeVariation = "Eyebrow" });
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intro.AddChild(new Label { Text = "Choose a History", ThemeTypeVariation = "H2" });
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intro.AddChild(new Label
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{
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Text = "Where your character came from before the wandering began. "
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+ "History grants extra skill and tool proficiencies and a unique "
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+ "feature that resolves in-fiction more often than in combat.",
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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});
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_grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
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_grid.AddThemeConstantOverride("h_separation", 16);
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_grid.AddThemeConstantOverride("v_separation", 16);
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AddChild(_grid);
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Refresh();
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}
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private void Refresh()
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{
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if (_grid is null) return;
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foreach (var c in _grid.GetChildren()) c.QueueFree();
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foreach (var bg in CodexContent.Backgrounds)
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{
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if (!BackgroundAvailability.IsAvailable(bg.Id, _draft)) continue;
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_grid.AddChild(BuildCard(bg));
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}
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}
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private Control BuildCard(BackgroundDef bg)
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{
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bool selected = _draft.BackgroundId == bg.Id;
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var card = CodexCard.Make();
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card.CustomMinimumSize = new Vector2(200, 0);
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CodexCard.SetSelected(card, selected);
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card.GuiInput += (InputEvent e) =>
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{
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if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
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_draft.Patch(new Godot.Collections.Dictionary { { "background_id", bg.Id } });
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};
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var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
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box.AddThemeConstantOverride("separation", 6);
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card.AddChild(box);
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box.AddChild(new Label { Text = bg.Name, ThemeTypeVariation = "CardName" });
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if (!string.IsNullOrEmpty(bg.Flavor))
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{
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box.AddChild(new Label
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{
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Text = bg.Flavor,
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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ThemeTypeVariation = "CardBody",
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});
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}
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// Skill + tool prof chips.
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if (bg.SkillProficiencies.Length > 0 || bg.ToolProficiencies.Length > 0)
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{
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var profs = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
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profs.AddThemeConstantOverride("h_separation", 6);
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profs.AddThemeConstantOverride("v_separation", 4);
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box.AddChild(profs);
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foreach (var s in bg.SkillProficiencies)
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profs.AddChild(new TraitChip { TraitName = s, Description = "Skill proficiency", Tag = "skill" });
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foreach (var t in bg.ToolProficiencies)
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profs.AddChild(new TraitChip { TraitName = t, Description = "Tool proficiency", Tag = "tool" });
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}
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// Background feature — chip whose popover shows the description.
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if (!string.IsNullOrEmpty(bg.FeatureName))
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{
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var featRow = new HBoxContainer();
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featRow.AddThemeConstantOverride("separation", 6);
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box.AddChild(featRow);
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featRow.AddChild(new Label { Text = "FEATURE", ThemeTypeVariation = "Eyebrow" });
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featRow.AddChild(new TraitChip
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{
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TraitName = bg.FeatureName,
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Description = bg.FeatureDescription,
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});
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}
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return card;
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}
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}
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