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>
73 lines
2.6 KiB
C#
73 lines
2.6 KiB
C#
using Godot;
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namespace Theriapolis.GodotHost.Scenes.Widgets;
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/// <summary>
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/// Draggable ability-score token. Replaces the React prototype's
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/// <c>.die</c> + filled <c>.slot</c> in <c>steps.jsx</c> per
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/// GODOT_PORTING_GUIDE.md §7.1. Shows the int value as a centered
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/// label; <c>_GetDragData</c> returns a Dictionary payload describing
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/// where the token came from so the step can mutate CharacterDraft
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/// accordingly.
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///
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/// Tokens are owned by either an AbilityPool (Origin == "pool",
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/// OriginPoolIdx set) or an AbilitySlot (Origin == "slot",
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/// OriginAbility set). Dropping a token rebuilds the StepStats UI from
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/// the new draft state — token instances are short-lived.
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/// </summary>
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public partial class AbilityToken : PanelContainer
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{
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[Export] public int Value { get; set; }
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[Export] public string Origin { get; set; } = "pool";
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[Export] public string OriginAbility { get; set; } = "";
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[Export] public int OriginPoolIdx { get; set; } = -1;
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public override void _Ready()
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{
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CustomMinimumSize = new Vector2(56, 56);
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ThemeTypeVariation = "AbilityToken";
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// PASS so clicks propagate up to the parent AbilitySlot's GuiInput
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// handler (click-to-return). Drag detection still triggers on the
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// deepest non-IGNORE Control under the cursor, so PASS works for
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// _GetDragData too.
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MouseFilter = MouseFilterEnum.Pass;
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var label = new Label
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{
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Text = Value.ToString(),
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HorizontalAlignment = HorizontalAlignment.Center,
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VerticalAlignment = VerticalAlignment.Center,
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MouseFilter = MouseFilterEnum.Ignore,
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};
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label.AddThemeFontSizeOverride("font_size", 22);
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AddChild(label);
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}
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public override Variant _GetDragData(Vector2 atPosition)
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{
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// Drag preview — a dimmed duplicate of the token.
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var preview = new Panel { CustomMinimumSize = new Vector2(56, 56) };
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var lbl = new Label
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{
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Text = Value.ToString(),
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HorizontalAlignment = HorizontalAlignment.Center,
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VerticalAlignment = VerticalAlignment.Center,
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};
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lbl.AddThemeFontSizeOverride("font_size", 22);
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lbl.AnchorRight = 1f;
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lbl.AnchorBottom = 1f;
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preview.AddChild(lbl);
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preview.Modulate = new Color(1, 1, 1, 0.85f);
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SetDragPreview(preview);
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return new Godot.Collections.Dictionary
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{
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{ "kind", "ability_value" },
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{ "value", Value },
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{ "from", Origin },
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{ "ability", OriginAbility },
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{ "idx", OriginPoolIdx },
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};
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}
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}
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