Theme (scenes/ui/medieval_theme.gd): - Procedural builder for an app-wide Theme: parchment buttons on dark-wood border, tan panels, ink text, gold focus ring. - Applied on the root Window in Main._ready, with a tree-walk that re-seeds every CanvasLayer's topmost Control (CanvasLayer interrupts the root-Window theme cascade in Godot 4). - Late-mounting popups + modals get themed via a child_entered_tree hook on each CanvasLayer. Build drawer thumbnails (scenes/ui/build_drawer_thumb.gd): - New BuildDrawerThumb Control that dispatches on tool_id and draws a recognisable silhouette of the entity each tool builds. 17 tools covered: chop/mine/dig_grave/no_roof (Designate), stone+wood walls, wood+stone floors, door, crate, bed, torch, 5 workbenches (Carpenter/Smelter/Millstone/Hearth/Cremation Pyre), stockpile, graveyard. - Replaces the flat ColorRect placeholder. _add_tool_btn signature changed from (label, color, callback) to (label, tool_id, callback).
200 lines
8.4 KiB
GDScript
200 lines
8.4 KiB
GDScript
extends Node2D
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## Bootstrap. Mounts the world view + UI overlay.
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##
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## Once we add menus / continue-game / new-game flows this will branch
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## on game state. For Phase 1 it just instances the World and TopBar,
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## which are children placed in main.tscn.
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##
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## Phase 15 — StorytellerBanner and StorytellerModal are runtime-instantiated
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## here (same pattern as world.gd's BeautySystem / DirtinessSystem). Both are
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## CanvasLayer nodes so they draw above the world regardless of scene-tree order.
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##
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## Phase 16 — LoadMenu (layer 25) and ResumeToast (layer 22) are runtime-
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## instantiated here. LoadMenu ref is injected into TopBar so the Load button
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## can call open() without a get_node("/root/…") call.
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const STORYTELLER_BANNER_SCRIPT: Script = preload("res://scenes/ui/storyteller_banner.gd")
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const STORYTELLER_MODAL_SCRIPT: Script = preload("res://scenes/ui/storyteller_modal.gd")
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const LOAD_MENU_SCRIPT: Script = preload("res://scenes/ui/load_menu.gd")
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const RESUME_TOAST_SCRIPT: Script = preload("res://scenes/ui/resume_toast.gd")
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# Phase 17 — PawnDetailPanel (layer 18) and SettingsMenu (layer 26).
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const PAWN_DETAIL_PANEL_SCRIPT: Script = preload("res://scenes/ui/pawn_detail_panel.gd")
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const WORKBENCH_PANEL_SCRIPT: Script = preload("res://scenes/ui/workbench_panel.gd")
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const MEDIEVAL_THEME_SCRIPT: Script = preload("res://scenes/ui/medieval_theme.gd")
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# Built once in _ready and re-applied to any CanvasLayer-rooted Control because
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# CanvasLayer doesn't propagate the root-Window theme cascade.
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var _app_theme: Theme = null
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const SETTINGS_MENU_SCRIPT: Script = preload("res://scenes/ui/settings_menu.gd")
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# Phase 17 (Agent B) — BuildDrawer bottom-sheet (layer 16).
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const BUILD_DRAWER_SCRIPT: Script = preload("res://scenes/ui/build_drawer.gd")
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# Phase 17 (Agent C) — WorkPriorityMatrix (layer 17) and AlertsLog (layer 19).
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const WORK_PRIORITY_MATRIX_SCRIPT: Script = preload("res://scenes/ui/work_priority_matrix.gd")
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const ALERTS_LOG_SCRIPT: Script = preload("res://scenes/ui/alerts_log.gd")
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func _ready() -> void:
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Audit.log("main", "Phase 3 — world + AI (Decision + JobRunner + RestProvider) online.")
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# Autoloads — keep these asserts; cheap and catch a renamed-autoload
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# regression instantly.
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assert(World != null, "World autoload missing")
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assert(Sim != null, "Sim autoload missing")
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assert(GameState != null, "GameState autoload missing")
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assert(EventBus != null, "EventBus autoload missing")
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assert(Strings != null, "Strings autoload missing")
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assert(SaveSystem != null, "SaveSystem autoload missing")
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assert(Autosave != null, "Autosave autoload missing")
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# Medieval-warm Theme — assigned on the root Window first. Cascade alone
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# doesn't reach Controls inside CanvasLayers (CanvasLayer has no theme
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# property), so we also walk the tree post-mount and apply to every Control
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# encountered. (2026-05-16 polish pass.)
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_app_theme = MEDIEVAL_THEME_SCRIPT.build()
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get_tree().root.theme = _app_theme
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# Phase 15 — Storyteller UI layers. Runtime-instantiated so no .tscn edit is
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# needed. CanvasLayer ensures correct draw order above World/TopBar regardless
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# of parent-node position.
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var banner := CanvasLayer.new()
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banner.set_script(STORYTELLER_BANNER_SCRIPT)
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banner.name = "StorytellerBanner"
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add_child(banner)
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var modal := CanvasLayer.new()
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modal.set_script(STORYTELLER_MODAL_SCRIPT)
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modal.name = "StorytellerModal"
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add_child(modal)
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Audit.log("main", "Phase 15 — StorytellerBanner + StorytellerModal mounted.")
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# Phase 16 — Save/Load UI layers.
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var resume_toast := CanvasLayer.new()
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resume_toast.set_script(RESUME_TOAST_SCRIPT)
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resume_toast.name = "ResumeToast"
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add_child(resume_toast)
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var load_menu := CanvasLayer.new()
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load_menu.set_script(LOAD_MENU_SCRIPT)
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load_menu.name = "LoadMenu"
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add_child(load_menu)
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# Inject LoadMenu ref into TopBar so the Load button can call open()
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# without reaching into the scene tree by path.
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var top_bar = get_node_or_null("TopBar")
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if top_bar != null:
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top_bar.load_menu = load_menu
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Audit.log("main", "Phase 16 — LoadMenu + ResumeToast mounted.")
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# Phase 17 — PawnDetailPanel (layer 18) and SettingsMenu (layer 26).
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var pawn_detail_panel := CanvasLayer.new()
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pawn_detail_panel.set_script(PAWN_DETAIL_PANEL_SCRIPT)
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pawn_detail_panel.name = "PawnDetailPanel"
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add_child(pawn_detail_panel)
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# Bill-editor bottom-sheet for workbenches. Same shape as PawnDetailPanel
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# (right-anchored 360 px, layer 18); mutually exclusive with it via Selection.
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var workbench_panel := CanvasLayer.new()
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workbench_panel.set_script(WORKBENCH_PANEL_SCRIPT)
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workbench_panel.name = "WorkbenchPanel"
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add_child(workbench_panel)
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var settings_menu := CanvasLayer.new()
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settings_menu.set_script(SETTINGS_MENU_SCRIPT)
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settings_menu.name = "SettingsMenu"
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add_child(settings_menu)
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# Inject SettingsMenu ref into TopBar so the Settings button can call open()
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# without reaching into the scene tree by path.
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if top_bar != null:
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top_bar.settings_menu = settings_menu
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if top_bar.has_method("_add_settings_btn"):
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top_bar._add_settings_btn()
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Audit.log("main", "Phase 17 — PawnDetailPanel + WorkbenchPanel + SettingsMenu mounted.")
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# Phase 17 (Agent B) — BuildDrawer bottom-sheet (layer 16).
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# Must mount AFTER the World node is ready (World._ready seeds designation_ctl).
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# Resolve the Designation controller from the World child so BuildDrawer can
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# call set_active_tool() without a get_node("/root/…") call.
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var build_drawer := CanvasLayer.new()
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build_drawer.set_script(BUILD_DRAWER_SCRIPT)
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build_drawer.name = "BuildDrawer"
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add_child(build_drawer)
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# Inject Designation ref (World child node) into the drawer.
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var world_node = get_node_or_null("World")
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if world_node != null:
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var desig = world_node.get_node_or_null("DesignationCtl")
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if desig != null:
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build_drawer.designation = desig
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else:
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Audit.log("main", "BuildDrawer: DesignationCtl not found on World — tool paint disabled")
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else:
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Audit.log("main", "BuildDrawer: World node not found — tool paint disabled")
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# Inject BuildDrawer ref into TopBar and add the Build button.
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if top_bar != null:
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top_bar.build_drawer = build_drawer
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if top_bar.has_method("_add_build_btn"):
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top_bar._add_build_btn()
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Audit.log("main", "Phase 17 (Agent B) — BuildDrawer mounted.")
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# Phase 17 (Agent C) — WorkPriorityMatrix (layer 17) and AlertsLog (layer 19).
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var work_matrix := CanvasLayer.new()
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work_matrix.set_script(WORK_PRIORITY_MATRIX_SCRIPT)
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work_matrix.name = "WorkPriorityMatrix"
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add_child(work_matrix)
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var alerts_log := CanvasLayer.new()
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alerts_log.set_script(ALERTS_LOG_SCRIPT)
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alerts_log.name = "AlertsLog"
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add_child(alerts_log)
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# Inspect tooltip — hover any tile to see what's there (pawn / wall / bed
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# / crate contents / tree progress / item stack / stockpile filter).
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# Layer 50: above world, below modals (which sit at 100+).
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var inspect := CanvasLayer.new()
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inspect.set_script(preload("res://scenes/ui/inspect_tooltip.gd"))
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inspect.name = "InspectTooltip"
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add_child(inspect)
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# Inject refs into TopBar and add Work + Log buttons to ButtonRow.
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if top_bar != null:
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top_bar.work_priority_matrix = work_matrix
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top_bar.alerts_log_panel = alerts_log
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if top_bar.has_method("_add_work_log_btns"):
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top_bar._add_work_log_btns()
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Audit.log("main", "Phase 17 (Agent C) — WorkPriorityMatrix + AlertsLog mounted.")
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# Apply the medieval theme to every Control under each CanvasLayer.
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# CanvasLayers interrupt the root-Window theme cascade so we have to seed
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# each one explicitly. Defer one frame so panels that build their UI in
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# _ready (PawnDetailPanel, WorkbenchPanel, BuildDrawer) finish first.
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call_deferred("_apply_theme_to_canvas_layers")
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## Walks the scene tree and assigns _app_theme to every Control directly under
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## a CanvasLayer (the topmost Control in each layer's branch). From there the
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## standard Control-to-Control cascade carries the theme to all descendants.
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## Also catches popups and modals that mount later via child_entered_tree.
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func _apply_theme_to_canvas_layers() -> void:
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for c in get_children():
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if c is CanvasLayer:
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_seed_layer_theme(c)
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# Watch for late additions (popup menus, modals).
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if not c.child_entered_tree.is_connected(_on_layer_child_added):
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c.child_entered_tree.connect(_on_layer_child_added)
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func _seed_layer_theme(layer: CanvasLayer) -> void:
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for c in layer.get_children():
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if c is Control and c.theme == null:
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c.theme = _app_theme
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func _on_layer_child_added(node: Node) -> void:
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if node is Control and node.theme == null:
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node.theme = _app_theme
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