fix(shell): dark DockButton theme variation for the system dock
DarkPanel is a PanelContainer-base variation (only a `panel` stylebox); a Button looks up normal/hover/pressed, which don't exist on it, so SystemDock's menu buttons rendered as default gray Godot buttons instead of mock-faithful dark nav buttons. Add a dedicated Button-base DockButton variation (Palette-only colours, dock-dark normal/hover/pressed styleboxes), point system_dock.gd's menu buttons at it, and regenerate the committed game_theme.tres artifact from the builder. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -35,6 +35,7 @@ static func build_theme() -> Theme:
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_fonts(theme)
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_primary_cta(theme)
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_tabs(theme)
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_dock_button(theme)
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_chip(theme)
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_tiles(theme)
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_cards_and_panels(theme)
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@@ -106,6 +107,19 @@ static func _tabs(theme: Theme) -> void:
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theme.set_color(&"font_color", tab_active, Palette.CREAM_BRIGHT)
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static func _dock_button(theme: Theme) -> void:
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# Dark nav button for the slide-in system dock (mock 2a). Button-base so
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# normal/hover/pressed styleboxes actually apply (a PanelContainer variation's
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# lone `panel` stylebox does not skin a Button). Colours are dock-dark.
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var k := ThemeKeys.DOCK_BUTTON
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theme.set_type_variation(k, "Button")
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theme.set_stylebox(&"normal", k, _flat(Palette.DARK_PANEL_70, Palette.BORDER_1, 1, 8))
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theme.set_stylebox(&"hover", k, _flat(Palette.DARK_PANEL_85, Palette.GOLD, 1, 8))
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theme.set_stylebox(&"pressed", k, _flat(Palette.DARK_PANEL_90, Palette.GOLD, 1, 8))
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theme.set_stylebox(&"focus", k, StyleBoxEmpty.new())
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theme.set_color(&"font_color", k, Palette.CREAM_SECONDARY)
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static func _chip(theme: Theme) -> void:
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# Base chip; the semantic colour (red/gold/grey) is applied per-use by script.
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var k := ThemeKeys.CHIP
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