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>
68 lines
2.1 KiB
C#
68 lines
2.1 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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// Pass so click events bubble up to the parent card's GuiInput
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// (selecting the card). Hover signals fire regardless of filter
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// mode — they're driven by cursor-rect intersection, not input
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// event routing.
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MouseFilter = MouseFilterEnum.Pass;
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ApplyVariation();
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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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ApplyVariation();
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}
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private void ApplyVariation()
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{
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ThemeTypeVariation = Detriment ? "PillDetriment" : "Pill";
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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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