Files
TheriapolisV3/Theriapolis.Godot/Scenes/Steps/StepBackground.cs
T
Christopher Wiebe e3f0296e6f M6.7: Parchment theme pass
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>
2026-05-03 22:04:24 -07:00

125 lines
4.4 KiB
C#

using Godot;
using Theriapolis.Core.Data;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes.Steps;
/// <summary>
/// Step V — History. Direct port of <c>StepBackground</c> in
/// <c>src/steps.jsx</c>: card per background showing flavor, granted
/// skill / tool proficiencies, and a unique feature with a description
/// popover.
/// </summary>
public partial class StepBackground : VBoxContainer, IStep
{
private CharacterDraft _draft = null!;
private GridContainer _grid = null!;
public void Bind(CharacterDraft draft)
{
_draft = draft;
_draft.Changed += () => Callable.From(Refresh).CallDeferred();
Build();
}
public string? Validate() =>
string.IsNullOrEmpty(_draft?.BackgroundId) ? "Pick a history." : null;
private void Build()
{
AddThemeConstantOverride("separation", 16);
var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6);
AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO V · HISTORY", ThemeTypeVariation = "Eyebrow" });
intro.AddChild(new Label { Text = "Choose a History", ThemeTypeVariation = "H2" });
intro.AddChild(new Label
{
Text = "Where your character came from before the wandering began. "
+ "History grants extra skill and tool proficiencies and a unique "
+ "feature that resolves in-fiction more often than in combat.",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
_grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
_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 bg in CodexContent.Backgrounds)
{
if (!BackgroundAvailability.IsAvailable(bg.Id, _draft)) continue;
_grid.AddChild(BuildCard(bg));
}
}
private Control BuildCard(BackgroundDef bg)
{
bool selected = _draft.BackgroundId == bg.Id;
var card = CodexCard.Make();
card.CustomMinimumSize = new Vector2(200, 0);
CodexCard.SetSelected(card, selected);
card.GuiInput += (InputEvent e) =>
{
if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
_draft.Patch(new Godot.Collections.Dictionary { { "background_id", bg.Id } });
};
var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
box.AddThemeConstantOverride("separation", 6);
card.AddChild(box);
box.AddChild(new Label { Text = bg.Name, ThemeTypeVariation = "CardName" });
if (!string.IsNullOrEmpty(bg.Flavor))
{
box.AddChild(new Label
{
Text = bg.Flavor,
AutowrapMode = TextServer.AutowrapMode.WordSmart,
ThemeTypeVariation = "CardBody",
});
}
// Skill + tool prof chips.
if (bg.SkillProficiencies.Length > 0 || bg.ToolProficiencies.Length > 0)
{
var profs = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
profs.AddThemeConstantOverride("h_separation", 6);
profs.AddThemeConstantOverride("v_separation", 4);
box.AddChild(profs);
foreach (var s in bg.SkillProficiencies)
profs.AddChild(new TraitChip { TraitName = s, Description = "Skill proficiency", Tag = "skill" });
foreach (var t in bg.ToolProficiencies)
profs.AddChild(new TraitChip { TraitName = t, Description = "Tool proficiency", Tag = "tool" });
}
// Background feature — chip whose popover shows the description.
if (!string.IsNullOrEmpty(bg.FeatureName))
{
var featRow = new HBoxContainer();
featRow.AddThemeConstantOverride("separation", 6);
box.AddChild(featRow);
featRow.AddChild(new Label { Text = "FEATURE", ThemeTypeVariation = "Eyebrow" });
featRow.AddChild(new TraitChip
{
TraitName = bg.FeatureName,
Description = bg.FeatureDescription,
});
}
return card;
}
}