ee5439285c
Pivots from M5's code-built UI to the editor-authorable .tscn pattern
recommended in GODOT_PORTING_GUIDE.md, after a session of fighting
Godot idioms with code-only layout. Default theme only; the parchment
Theme lands last per the guide's §12 build order so layout bugs surface
as layout bugs, not theming bugs.
GODOT_PORTING_GUIDE.md:
Authored by Claude Design as the canonical port reference. Maps the
React prototype's structure onto Godot 4.6 with concrete code sketches
and a build-order recommendation. Drove the M6 architecture.
Fonts/:
Cormorant Garamond (Medium + MediumItalic) and Crimson Pro (Regular +
Italic + SemiBold) under OFL — the React prototype's serif-display
and serif-body families. Not yet wired through CodexTheme.Build()
because theming is deferred; CodexTheme.LoadFontFromFonts already
picks them up automatically when the Theme pass lands.
Scenes/Wizard.tscn + Wizard.cs:
Wizard shell per guide §4: codex-header (title + folio counter) +
Stepper + Page (StepHost + Aside) + NavBar (Back / validation / Next).
All node lookups via unique-name (%) syntax; layout authored as a
scene file you can open in the editor. Step lifecycle drives the
Aside via signal binding. Stepper logic mirrors app.jsx — locked
iff some EARLIER step is unsatisfied; "type not yet implemented"
doesn't lock.
Scenes/Aside.tscn + Aside.cs:
Right-rail summary per guide §10. Single Refresh() rebuild on
CharacterDraft.Changed; cheap enough not to bother with partial
updates. Width 320 (was 380 before the layout overflow fix).
Scenes/Steps/IStep.cs + StepClade.cs:
Per-step Bind(draft) + Validate() contract. StepClade renders the
3-column clade card grid; click commits via CharacterDraft.Patch
which triggers the Resource.Changed signal that Aside and Wizard
both subscribe to.
UI/CharacterDraft.cs:
Resource (not Node) per guide §2.1. Mirrors app.jsx's `state` shape
exactly. Patch(dictionary) emits the inherited Resource.Changed
signal — listeners use `draft.Changed += handler` regardless of
which field changed. CodexContent provides lazy-loaded immutable
content tables (Clades, Species, Classes, Subclasses, Backgrounds).
Main.{cs,tscn}: Node → Control
When Main was a Node, Control children couldn't anchor to a real
parent rect — they sat at (0,0) at intrinsic min size. With wide
step content (3-column 200-px-card grid), the Wizard's min size
pushed the navbar beyond the viewport's right edge, hiding the Next
button on smaller windowed viewports. Making Main a full-rect-
anchored Control gives child scenes a proper rect to lay out in.
UI/Widgets/CodexStepper.cs:
Anchored the inner vbox to fill the button rect. Without this, the
vbox sat at the button's top-left at intrinsic size and labels
rendered in the corner — visible as the active-step label being
off-center from the highlight bar.
Verified at 1152x720 windowed and (separately) at fullscreen:
- 3-column card grid fits inside Wrap margins + Aside without
horizontal overflow
- Stepper labels centered under their highlight bars
- Next button visible after clade selection; future steps switch
to "coming soon" placeholder when clicked
- Aside summary fills in CLADE block on selection
Closes M6.1. Next per guide §12 build order: M6.2 — StepStats with
drag-drop (highest-risk piece, de-risk before easy steps).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
59 lines
2.0 KiB
C#
59 lines
2.0 KiB
C#
using Godot;
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using Theriapolis.GodotHost.UI;
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namespace Theriapolis.GodotHost.Scenes;
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/// <summary>
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/// Right-rail summary of the in-progress character. Single
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/// <see cref="Refresh"/> rebuilds every section per
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/// GODOT_PORTING_GUIDE.md §10 — the panel is small enough that full
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/// rebuild is cheap and partial-update logic isn't worth it. Connect
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/// the draft via <see cref="SetDraft"/>; the Wizard does this on _Ready.
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/// </summary>
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public partial class Aside : MarginContainer
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{
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private CharacterDraft? _draft;
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private VBoxContainer _content = null!;
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public override void _Ready()
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{
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AddThemeConstantOverride("margin_left", 18);
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AddThemeConstantOverride("margin_right", 18);
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AddThemeConstantOverride("margin_top", 18);
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AddThemeConstantOverride("margin_bottom", 18);
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_content = new VBoxContainer();
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_content.AddThemeConstantOverride("separation", 18);
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AddChild(_content);
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}
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public void SetDraft(CharacterDraft draft)
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{
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_draft = draft;
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_draft.Changed += Refresh;
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Refresh();
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}
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private void Refresh()
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{
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if (_draft is null || _content is null) return;
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foreach (var c in _content.GetChildren()) c.QueueFree();
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_content.AddChild(new Label { Text = "SUMMARY" });
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AddBlock("Clade", CodexContent.Clade(_draft.CladeId)?.Name);
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AddBlock("Species", CodexContent.SpeciesById(_draft.SpeciesId)?.Name);
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AddBlock("Calling", CodexContent.Class(_draft.ClassId)?.Name);
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AddBlock("Background", CodexContent.Background(_draft.BackgroundId)?.Name);
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AddBlock("Name", string.IsNullOrEmpty(_draft.CharacterName) ? null : _draft.CharacterName);
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}
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private void AddBlock(string label, string? value)
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{
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var v = new VBoxContainer();
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v.AddThemeConstantOverride("separation", 4);
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_content.AddChild(v);
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v.AddChild(new Label { Text = label.ToUpperInvariant() });
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v.AddChild(new Label { Text = value ?? "—" });
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}
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}
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