Files
TheriapolisV3/Theriapolis.Godot/Scenes/Widgets/PopoverLayer.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

133 lines
4.7 KiB
C#

using Godot;
namespace Theriapolis.GodotHost.Scenes.Widgets;
/// <summary>
/// Shared overlay layer that owns one reusable trait popover panel.
/// Per GODOT_PORTING_GUIDE.md §6.1 — TraitChip triggers ask
/// <see cref="Instance"/> to show the popover at their global rect; the
/// popover hides as soon as the trigger fires MouseExited.
///
/// The popover itself is MouseFilter=Ignore so it never intercepts
/// input — clicks pass through to the chip's parent (card selection),
/// scroll wheel events go to the underlying ScrollContainer, and the
/// chip's hover state stays accurate when the cursor moves onto the
/// popover area (the cursor is registered as "outside the chip", so
/// MouseExited fires and we hide). This lets adjacent chips fire
/// reliably even when the previous popover overlaps them spatially.
///
/// One PopoverLayer per scene; lives as a CanvasLayer child of
/// Wizard.tscn so popovers float above every step's content. Mirrors
/// <c>src/trait-hint.jsx</c>'s viewport-clamp / flip-above behaviour.
/// </summary>
public partial class PopoverLayer : CanvasLayer
{
public static PopoverLayer? Instance { get; private set; }
private const float ArrowOffsetPx = 6f;
private const int ViewportPadPx = 8;
private PanelContainer _popup = null!;
private Label _titleLabel = null!;
private Label _tagLabel = null!;
private Label _descLabel = null!;
public override void _EnterTree()
{
Instance = this;
}
public override void _ExitTree()
{
if (Instance == this) Instance = null;
}
public override void _Ready()
{
Layer = 100;
BuildPopover();
}
private void BuildPopover()
{
// Ignore so clicks/scroll/hover all pass through to whatever's
// beneath. The popover is purely a visual readout; the chip
// owns the lifecycle entirely.
_popup = new PanelContainer
{
Visible = false,
MouseFilter = Control.MouseFilterEnum.Ignore,
ZIndex = 100,
};
AddChild(_popup);
var v = new VBoxContainer { CustomMinimumSize = new Vector2(240, 0) };
v.AddThemeConstantOverride("separation", 6);
_popup.AddChild(v);
var nameRow = new HBoxContainer();
nameRow.AddThemeConstantOverride("separation", 8);
v.AddChild(nameRow);
_titleLabel = new Label();
nameRow.AddChild(_titleLabel);
_tagLabel = new Label { Visible = false };
nameRow.AddChild(_tagLabel);
_descLabel = new Label
{
AutowrapMode = TextServer.AutowrapMode.WordSmart,
CustomMinimumSize = new Vector2(220, 0),
};
v.AddChild(_descLabel);
}
public void ShowFor(Control trigger, string title, string description, string tag, bool detriment)
{
_titleLabel.Text = title;
_descLabel.Text = description;
_tagLabel.Visible = !string.IsNullOrEmpty(tag) || detriment;
_tagLabel.Text = !string.IsNullOrEmpty(tag) ? tag.ToUpperInvariant()
: (detriment ? "DETRIMENT" : "");
// M6.3 default-theme tint: detriment popover gets a red modulate so
// it reads visually distinct from a regular trait. The proper
// codex StyleBox swap lands in the theming pass.
_popup.Modulate = detriment ? new Color(1f, 0.78f, 0.78f) : Colors.White;
_popup.Visible = true;
_popup.ResetSize();
Reposition(trigger);
}
/// <summary>Hide the popover. Was previously a 80ms-grace timer when
/// the popover stayed alive across chip→popover hover transitions, but
/// the popover is now non-interactive so there's no transition to
/// cover for — close immediately.</summary>
public void ScheduleClose() => _popup.Visible = false;
private void Reposition(Control trigger)
{
var trigRect = trigger.GetGlobalRect();
var popSize = _popup.GetCombinedMinimumSize();
var vp = trigger.GetViewportRect().Size;
// Default: under trigger, left-aligned with trigger.
float left = trigRect.Position.X;
float top = trigRect.End.Y + ArrowOffsetPx;
// Flip above if no room below and there's room above.
if (top + popSize.Y + ViewportPadPx > vp.Y &&
trigRect.Position.Y - ArrowOffsetPx - popSize.Y >= ViewportPadPx)
{
top = trigRect.Position.Y - ArrowOffsetPx - popSize.Y;
}
// Clamp horizontally + vertically to keep popover in-viewport.
left = Mathf.Clamp(left, ViewportPadPx, vp.X - popSize.X - ViewportPadPx);
top = Mathf.Clamp(top, ViewportPadPx, vp.Y - popSize.Y - ViewportPadPx);
_popup.Position = new Vector2(left, top);
}
}