Files
TheriapolisV3/Theriapolis.Godot/Scenes/Aside.cs
T
Christopher Wiebe ee5439285c M6.1: Character creation wizard foundation (.tscn + Resource-based draft)
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>
2026-05-02 19:35:03 -07:00

59 lines
2.0 KiB
C#

using Godot;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes;
/// <summary>
/// Right-rail summary of the in-progress character. Single
/// <see cref="Refresh"/> rebuilds every section per
/// GODOT_PORTING_GUIDE.md §10 — the panel is small enough that full
/// rebuild is cheap and partial-update logic isn't worth it. Connect
/// the draft via <see cref="SetDraft"/>; the Wizard does this on _Ready.
/// </summary>
public partial class Aside : MarginContainer
{
private CharacterDraft? _draft;
private VBoxContainer _content = null!;
public override void _Ready()
{
AddThemeConstantOverride("margin_left", 18);
AddThemeConstantOverride("margin_right", 18);
AddThemeConstantOverride("margin_top", 18);
AddThemeConstantOverride("margin_bottom", 18);
_content = new VBoxContainer();
_content.AddThemeConstantOverride("separation", 18);
AddChild(_content);
}
public void SetDraft(CharacterDraft draft)
{
_draft = draft;
_draft.Changed += Refresh;
Refresh();
}
private void Refresh()
{
if (_draft is null || _content is null) return;
foreach (var c in _content.GetChildren()) c.QueueFree();
_content.AddChild(new Label { Text = "SUMMARY" });
AddBlock("Clade", CodexContent.Clade(_draft.CladeId)?.Name);
AddBlock("Species", CodexContent.SpeciesById(_draft.SpeciesId)?.Name);
AddBlock("Calling", CodexContent.Class(_draft.ClassId)?.Name);
AddBlock("Background", CodexContent.Background(_draft.BackgroundId)?.Name);
AddBlock("Name", string.IsNullOrEmpty(_draft.CharacterName) ? null : _draft.CharacterName);
}
private void AddBlock(string label, string? value)
{
var v = new VBoxContainer();
v.AddThemeConstantOverride("separation", 4);
_content.AddChild(v);
v.AddChild(new Label { Text = label.ToUpperInvariant() });
v.AddChild(new Label { Text = value ?? "—" });
}
}