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>
406 lines
18 KiB
C#
406 lines
18 KiB
C#
using Godot;
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using System.IO;
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namespace Theriapolis.GodotHost.UI;
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/// <summary>
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/// Programmatic Theme builder for the codex design system. Builds a Godot
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/// <see cref="Theme"/> from a <see cref="CodexPalette"/> and the shared
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/// CodexSpacing / CodexType tokens; the result is applied to a root
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/// Control to cascade through all descendants.
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///
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/// Fonts: looks for FontFile assets under <c>res://Fonts/</c> and falls
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/// back to Godot's default sans if missing. Each role tries a list of
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/// candidate filenames in priority order so the project can ship
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/// Cormorant-Medium or Cormorant-Regular interchangeably.
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/// Display serif: CormorantGaramond-{Medium,Regular}.ttf
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/// Body serif: CrimsonPro-Regular.ttf
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/// Mono: JetBrainsMono-Regular.ttf (optional; falls back to body)
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///
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/// Theme variations (.tres) aren't authored in the editor — the entire
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/// theme tree is constructed in code so palette changes are atomic and
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/// reviewable as code diffs.
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/// </summary>
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public static class CodexTheme
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{
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private static FontFile? _serifDisplay;
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private static FontFile? _serifDisplayItalic;
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private static FontFile? _serifBody;
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private static FontFile? _mono;
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private static bool _fontsLoaded;
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public static Theme Build() => Build(CodexPalette.Parchment);
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public static Theme Build(CodexPalette palette)
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{
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EnsureFonts();
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var theme = new Theme();
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// Defaults applied to every Control unless overridden.
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if (_serifBody is not null) theme.DefaultFont = _serifBody;
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theme.DefaultFontSize = CodexType.BodySize;
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ApplyPanel(theme, palette);
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ApplyLabel(theme, palette);
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ApplyButton(theme, palette);
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ApplyLineEdit(theme, palette);
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ApplyCheckBox(theme, palette);
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ApplyScrollContainer(theme, palette);
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return theme;
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}
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private static void ApplyPanel(Theme theme, CodexPalette p)
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{
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// Default Panel (used as background frame). Mirrors .app-frame's
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// border + bg-with-overlay treatment, simplified to a single
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// StyleBoxFlat with border.
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var box = new StyleBoxFlat
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{
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BgColor = p.Bg,
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BorderColor = p.Rule,
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CornerRadiusTopLeft = CodexSpacing.Radius,
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CornerRadiusTopRight = CodexSpacing.Radius,
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CornerRadiusBottomLeft = CodexSpacing.Radius,
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CornerRadiusBottomRight = CodexSpacing.Radius,
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};
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box.SetBorderWidthAll(1);
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theme.SetStylebox("panel", "Panel", box);
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// Card variant — slightly raised against the page background.
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// Used by character-creation grid cards (Calling, History, etc.).
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// SetTypeVariation registers the inheritance so a PanelContainer
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// with ThemeTypeVariation="Card" actually resolves "panel" to the
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// Card stylebox; without it, Godot's default PanelContainer panel
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// (dark slate) wins and the parchment colours never land.
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theme.SetTypeVariation("Card", "PanelContainer");
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var card = new StyleBoxFlat
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{
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BgColor = p.Bg2,
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BorderColor = p.Rule,
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CornerRadiusTopLeft = CodexSpacing.Radius,
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CornerRadiusTopRight = CodexSpacing.Radius,
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CornerRadiusBottomLeft = CodexSpacing.Radius,
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CornerRadiusBottomRight = CodexSpacing.Radius,
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ContentMarginLeft = 18,
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ContentMarginRight = 18,
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ContentMarginTop = 18,
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ContentMarginBottom = 16,
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};
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card.SetBorderWidthAll(1);
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theme.SetStylebox("panel", "Card", card);
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// Hover — gild border so the affordance pops without committing
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// the seal-red selection signal yet. CodexCard wires this in via
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// MouseEntered/MouseExited.
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var cardHover = (StyleBoxFlat)card.Duplicate();
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cardHover.BorderColor = p.Gild;
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cardHover.SetBorderWidthAll(2);
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theme.SetStylebox("panel_hover", "Card", cardHover);
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var cardSelected = (StyleBoxFlat)card.Duplicate();
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cardSelected.BorderColor = p.Seal;
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cardSelected.SetBorderWidthAll(3);
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cardSelected.ShadowColor = WithAlpha(p.Seal, 0.6f);
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cardSelected.ShadowSize = 14;
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cardSelected.ShadowOffset = new Vector2(0, 14);
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theme.SetStylebox("panel_selected", "Card", cardSelected);
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// Popover frame — gild border + soft shadow. Matches .trait-hint.
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theme.SetTypeVariation("CodexPopover", "PanelContainer");
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var popover = new StyleBoxFlat
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{
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BgColor = p.Bg2,
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BorderColor = p.Gild,
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ContentMarginLeft = 16,
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ContentMarginRight = 16,
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ContentMarginTop = 14,
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ContentMarginBottom = 12,
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ShadowColor = new Color(0, 0, 0, 0.45f),
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ShadowSize = 18,
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ShadowOffset = new Vector2(0, 12),
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};
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popover.SetBorderWidthAll(1);
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theme.SetStylebox("panel", "CodexPopover", popover);
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var popoverDetriment = (StyleBoxFlat)popover.Duplicate();
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popoverDetriment.BorderColor = p.Seal;
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theme.SetStylebox("panel_detriment", "CodexPopover", popoverDetriment);
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// Pill — small trait/skill chip. Mirrors .trait-chips .t-name from
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// the React prototype: gild-tinted bg over the page bg with a
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// translucent gild border. Detriment variant swaps to seal red.
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// The page bg (p.Bg) is cream on parchment so the pill reads as
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// a slightly warmer carved-into shape inside a card.
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theme.SetTypeVariation("Pill", "PanelContainer");
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var pill = new StyleBoxFlat
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{
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BgColor = p.Bg.Lerp(p.Gild, 0.07f),
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BorderColor = WithAlpha(p.Gild, 0.55f),
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CornerRadiusTopLeft = CodexSpacing.Radius,
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CornerRadiusTopRight = CodexSpacing.Radius,
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CornerRadiusBottomLeft = CodexSpacing.Radius,
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CornerRadiusBottomRight = CodexSpacing.Radius,
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ContentMarginLeft = 9,
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ContentMarginRight = 9,
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ContentMarginTop = 3,
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ContentMarginBottom = 3,
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};
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pill.SetBorderWidthAll(1);
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theme.SetStylebox("panel", "Pill", pill);
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theme.SetTypeVariation("PillDetriment", "PanelContainer");
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var pillDetriment = (StyleBoxFlat)pill.Duplicate();
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pillDetriment.BgColor = p.Bg.Lerp(p.Seal, 0.08f);
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pillDetriment.BorderColor = WithAlpha(p.Seal, 0.55f);
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theme.SetStylebox("panel", "PillDetriment", pillDetriment);
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// Ability tokens + slots — fixed-size 56×56 panels used by Step V.
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// Token = the draggable die; slot = the drop target. Both use the
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// page bg with a Rule border so they read as carved-into the page
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// rather than floating cards. Mirrors .die / .slot in the React
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// prototype's CSS (parchment block).
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var dieBox = new StyleBoxFlat
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{
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BgColor = p.Bg,
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BorderColor = p.Rule,
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CornerRadiusTopLeft = CodexSpacing.Radius,
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CornerRadiusTopRight = CodexSpacing.Radius,
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CornerRadiusBottomLeft = CodexSpacing.Radius,
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CornerRadiusBottomRight = CodexSpacing.Radius,
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};
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dieBox.SetBorderWidthAll(1);
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theme.SetTypeVariation("AbilityToken", "PanelContainer");
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theme.SetStylebox("panel", "AbilityToken", dieBox);
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theme.SetTypeVariation("AbilitySlot", "PanelContainer");
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theme.SetStylebox("panel", "AbilitySlot", dieBox);
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// Skill row — sits inside an ability-group Card. Bg2 fill (matching
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// the card so rows blend into the card bg by default); state tints
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// applied per row via Modulate in StepSkills (background-granted →
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// warm gild, chosen → pale green, unavailable → reduced alpha).
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theme.SetTypeVariation("SkillRow", "PanelContainer");
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var skillRow = new StyleBoxFlat
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{
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BgColor = p.Bg2,
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CornerRadiusTopLeft = CodexSpacing.Radius,
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CornerRadiusTopRight = CodexSpacing.Radius,
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CornerRadiusBottomLeft = CodexSpacing.Radius,
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CornerRadiusBottomRight = CodexSpacing.Radius,
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ContentMarginLeft = 8,
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ContentMarginRight = 8,
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ContentMarginTop = 4,
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ContentMarginBottom = 4,
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};
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theme.SetStylebox("panel", "SkillRow", skillRow);
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}
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private static void ApplyLabel(Theme theme, CodexPalette p)
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{
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// Default Label — body type, soft ink.
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theme.SetColor("font_color", "Label", p.Ink);
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theme.SetFontSize("font_size", "Label", CodexType.BodySize);
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if (_serifBody is not null) theme.SetFont("font", "Label", _serifBody);
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// h1..h4 variations applied via SetTypeVariation in code (Godot 4
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// type variations work by setting a control's ThemeTypeVariation).
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AddLabelVariation(theme, "H1", p.Ink, CodexType.H1Size, _serifDisplay);
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AddLabelVariation(theme, "H2", p.Ink, CodexType.H2Size, _serifDisplay);
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AddLabelVariation(theme, "H3", p.Ink, CodexType.H3Size, _serifDisplay);
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AddLabelVariation(theme, "H4", p.InkMute, CodexType.H4Size, _serifDisplay);
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// .codex-title — uppercased, wide tracking.
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AddLabelVariation(theme, "CodexTitle", p.Ink, CodexType.CodexTitleSize, _serifDisplay);
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// .codex-sub / .eyebrow / .meta — mono micro-text in muted ink.
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AddLabelVariation(theme, "Eyebrow", p.InkMute, CodexType.MonoEyebrowSize, _mono);
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// .nav-progress — same mono micro-text style.
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AddLabelVariation(theme, "Meta", p.InkMute, CodexType.MonoSmallSize, _mono);
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// .validation — italicised seal-red when error, mono-mute when ok.
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AddLabelVariation(theme, "ValidationError", p.Seal, CodexType.BodySize, _serifDisplay);
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AddLabelVariation(theme, "ValidationOk", p.InkMute, CodexType.MonoEyebrowSize, _mono);
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// Card name + body
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AddLabelVariation(theme, "CardName", p.Ink, CodexType.CardNameSize, _serifDisplay);
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AddLabelVariation(theme, "CardBody", p.InkSoft, CodexType.CardBodySize, _serifBody);
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AddLabelVariation(theme, "CardMeta", p.InkMute, CodexType.MonoSmallSize, _mono);
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// Stepper labels
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AddLabelVariation(theme, "StepperNum", p.InkMute, CodexType.StepperNumSize, _serifDisplay);
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AddLabelVariation(theme, "StepperName", p.InkMute, CodexType.StepperNameSize, _mono);
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}
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private static void AddLabelVariation(Theme theme, string variation, Color color, int size, FontFile? font)
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{
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theme.SetTypeVariation(variation, "Label");
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theme.SetColor("font_color", variation, color);
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theme.SetFontSize("font_size", variation, size);
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if (font is not null) theme.SetFont("font", variation, font);
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}
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private static void ApplyButton(Theme theme, CodexPalette p)
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{
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if (_serifDisplay is not null) theme.SetFont("font", "Button", _serifDisplay);
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theme.SetFontSize("font_size", "Button", CodexType.BtnSize);
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theme.SetColor("font_color", "Button", p.Ink);
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theme.SetColor("font_hover_color", "Button", p.Bg);
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theme.SetColor("font_pressed_color", "Button", p.Bg);
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theme.SetColor("font_disabled_color","Button", WithAlpha(p.Ink, 0.4f));
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var normal = MakeButtonBox(p.Bg, p.Ink);
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var hover = MakeButtonBox(p.Ink, p.Ink);
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var pressed = MakeButtonBox(p.InkSoft, p.Ink);
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var disabled = MakeButtonBox(p.Bg, WithAlpha(p.Ink, 0.4f));
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theme.SetStylebox("normal", "Button", normal);
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theme.SetStylebox("hover", "Button", hover);
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theme.SetStylebox("pressed", "Button", pressed);
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theme.SetStylebox("disabled", "Button", disabled);
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// Primary variant — seal-red fill.
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theme.SetTypeVariation("PrimaryButton", "Button");
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theme.SetColor("font_color", "PrimaryButton", p.Bg);
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theme.SetColor("font_hover_color", "PrimaryButton", p.Bg);
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theme.SetStylebox("normal", "PrimaryButton", MakeButtonBox(p.Seal, p.Seal));
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theme.SetStylebox("hover", "PrimaryButton", MakeButtonBox(p.Seal2, p.Seal2));
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theme.SetStylebox("pressed", "PrimaryButton", MakeButtonBox(p.Seal2, p.Seal2));
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// Ghost variant — transparent background, rule-coloured border.
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theme.SetTypeVariation("GhostButton", "Button");
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theme.SetColor("font_color", "GhostButton", p.InkSoft);
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theme.SetColor("font_hover_color", "GhostButton", p.Ink);
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theme.SetStylebox("normal", "GhostButton", MakeButtonBox(new Color(0, 0, 0, 0), p.Rule));
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theme.SetStylebox("hover", "GhostButton", MakeButtonBox(WithAlpha(p.Ink, 0.06f), p.Rule));
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theme.SetStylebox("pressed", "GhostButton", MakeButtonBox(WithAlpha(p.Ink, 0.12f), p.Rule));
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}
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private static StyleBoxFlat MakeButtonBox(Color bg, Color border)
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{
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var box = new StyleBoxFlat
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{
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BgColor = bg,
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BorderColor = border,
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CornerRadiusTopLeft = CodexSpacing.Radius,
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CornerRadiusTopRight = CodexSpacing.Radius,
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CornerRadiusBottomLeft = CodexSpacing.Radius,
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CornerRadiusBottomRight = CodexSpacing.Radius,
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ContentMarginLeft = 22,
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ContentMarginRight = 22,
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ContentMarginTop = 10,
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ContentMarginBottom = 10,
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};
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box.SetBorderWidthAll(1);
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return box;
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}
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private static void ApplyLineEdit(Theme theme, CodexPalette p)
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{
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if (_serifBody is not null) theme.SetFont("font", "LineEdit", _serifBody);
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theme.SetFontSize("font_size", "LineEdit", CodexType.BodySize);
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theme.SetColor("font_color", "LineEdit", p.Ink);
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theme.SetColor("caret_color", "LineEdit", p.Seal);
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theme.SetColor("selection_color", "LineEdit", WithAlpha(p.Gild, 0.5f));
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var normal = new StyleBoxFlat
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{
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BgColor = p.Bg,
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BorderColor = p.Rule,
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ContentMarginLeft = 12,
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ContentMarginRight = 12,
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ContentMarginTop = 8,
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ContentMarginBottom = 8,
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};
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normal.SetBorderWidthAll(1);
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theme.SetStylebox("normal", "LineEdit", normal);
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var focus = (StyleBoxFlat)normal.Duplicate();
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focus.BorderColor = p.Gild;
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focus.SetBorderWidthAll(1);
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theme.SetStylebox("focus", "LineEdit", focus);
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}
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private static void ApplyCheckBox(Theme theme, CodexPalette p)
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{
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if (_serifBody is not null) theme.SetFont("font", "CheckBox", _serifBody);
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theme.SetFontSize("font_size", "CheckBox", CodexType.BodySize);
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theme.SetColor("font_color", "CheckBox", p.Ink);
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}
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private static void ApplyScrollContainer(Theme theme, CodexPalette p)
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{
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// Scroll bar pieces — keep subtle so they don't dominate the codex feel.
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var bg = new StyleBoxFlat { BgColor = WithAlpha(p.Rule, 0.15f) };
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var grabber = new StyleBoxFlat
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{
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BgColor = WithAlpha(p.InkMute, 0.7f),
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CornerRadiusTopLeft = CodexSpacing.Radius,
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CornerRadiusTopRight = CodexSpacing.Radius,
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CornerRadiusBottomLeft = CodexSpacing.Radius,
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CornerRadiusBottomRight = CodexSpacing.Radius,
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};
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theme.SetStylebox("scroll", "VScrollBar", bg);
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theme.SetStylebox("grabber", "VScrollBar", grabber);
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theme.SetStylebox("grabber_highlight", "VScrollBar",
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(StyleBoxFlat)grabber.Duplicate(true));
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theme.SetStylebox("scroll", "HScrollBar", bg);
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theme.SetStylebox("grabber", "HScrollBar", grabber);
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}
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// ──────────────────────────────────────────────────────────────────────
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private static void EnsureFonts()
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{
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if (_fontsLoaded) return;
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_fontsLoaded = true;
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_serifDisplay = LoadFontFromFonts("CormorantGaramond-Medium.ttf",
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"CormorantGaramond-Regular.ttf");
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_serifDisplayItalic = LoadFontFromFonts("CormorantGaramond-MediumItalic.ttf",
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"CormorantGaramond-Italic.ttf");
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_serifBody = LoadFontFromFonts("CrimsonPro-Regular.ttf");
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_mono = LoadFontFromFonts("JetBrainsMono-Regular.ttf");
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// Mono falls back to body so eyebrow/meta labels still render in a
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// serif rather than collapsing to Godot's default sans.
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if (_mono is null) _mono = _serifBody;
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if (_serifDisplay is null && _serifBody is null)
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{
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GD.Print("[codex-theme] No fonts in res://Fonts/. Using Godot defaults. " +
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"Drop CormorantGaramond + CrimsonPro TTFs into res://Fonts/ " +
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"for full design parity.");
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}
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}
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private static FontFile? LoadFontFromFonts(params string[] candidateFilenames)
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{
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foreach (var filename in candidateFilenames)
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{
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// Try res://Fonts/ first (Godot-managed import).
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string resPath = $"res://Fonts/{filename}";
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if (ResourceLoader.Exists(resPath))
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return ResourceLoader.Load<FontFile>(resPath);
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// Fall back to globalized res://Fonts/ via runtime FontFile load.
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// ContentPaths is for game data (Content/Data, Content/Gfx) which
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// sits next to Theriapolis.Godot, not inside it — so it can't be
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// used for fonts shipped under res://Fonts/.
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string globalRes = ProjectSettings.GlobalizePath(resPath);
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if (File.Exists(globalRes))
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{
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var font = new FontFile();
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font.LoadDynamicFont(globalRes);
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return font;
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}
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}
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return null;
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}
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// ──────────────────────────────────────────────────────────────────────
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public static Color WithAlpha(Color c, float a) => new(c.R, c.G, c.B, a);
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}
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