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

68 lines
2.1 KiB
C#

using Godot;
namespace Theriapolis.GodotHost.Scenes.Widgets;
/// <summary>
/// Small chip widget. The hover trigger for a trait/skill/detriment.
/// Per GODOT_PORTING_GUIDE.md §6.2: on mouse-enter, asks the shared
/// <see cref="PopoverLayer"/> to show the popover at this chip's global
/// rect; on exit, schedules close (popover stays alive if the cursor
/// then enters the popover itself).
///
/// Lightweight — every clade trait list, every skill row, every bonus
/// pill spawns several of these. The actual popover panel is a single
/// reused instance owned by PopoverLayer, not one per chip.
/// </summary>
public partial class TraitChip : PanelContainer
{
[Export] public string TraitName { get; set; } = "";
[Export] public string Description { get; set; } = "";
[Export] public string Tag { get; set; } = "";
[Export] public bool Detriment { get; set; }
private Label _label = null!;
public override void _Ready()
{
// Pass so click events bubble up to the parent card's GuiInput
// (selecting the card). Hover signals fire regardless of filter
// mode — they're driven by cursor-rect intersection, not input
// event routing.
MouseFilter = MouseFilterEnum.Pass;
ApplyVariation();
_label = new Label
{
Text = TraitName,
MouseFilter = MouseFilterEnum.Ignore,
};
AddChild(_label);
MouseEntered += OnHoverEntered;
MouseExited += OnHoverExited;
}
public void SetTrait(string name, string description, string tag = "", bool detriment = false)
{
TraitName = name;
Description = description;
Tag = tag;
Detriment = detriment;
if (_label is not null) _label.Text = name;
ApplyVariation();
}
private void ApplyVariation()
{
ThemeTypeVariation = Detriment ? "PillDetriment" : "Pill";
}
private void OnHoverEntered()
{
PopoverLayer.Instance?.ShowFor(this, TraitName, Description, Tag, Detriment);
}
private void OnHoverExited()
{
PopoverLayer.Instance?.ScheduleClose();
}
}