feat(theme): game_theme.tres (fonts + stylebox variations) via builder
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115
client/scripts/theme/build_game_theme.gd
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115
client/scripts/theme/build_game_theme.gd
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# client/scripts/theme/build_game_theme.gd
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@tool
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extends SceneTree
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## One-shot Theme builder. Run headless:
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## godot --headless -s res://scripts/theme/build_game_theme.gd
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## Constructs game_theme.tres from Palette + the bundled fonts and saves it.
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## The builder is the source of truth; the .tres is a committed artifact.
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## §2: presentation.
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const Palette = preload("res://scripts/theme/palette.gd")
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const ThemeKeys = preload("res://scripts/theme/theme_keys.gd")
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const OUT := "res://assets/theme/game_theme.tres"
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const SERIF := "res://assets/theme/fonts/EBGaramond-VariableFont_wght.ttf"
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const ACCENT := "res://assets/theme/fonts/ArchitectsDaughter-Regular.ttf"
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const MONO := "res://assets/theme/fonts/JetBrainsMono-VariableFont_wght.ttf"
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func _init() -> void:
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var theme := Theme.new()
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_fonts(theme)
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_primary_cta(theme)
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_tabs(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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var err := ResourceSaver.save(theme, OUT)
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if err != OK:
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push_error("theme save failed: %d" % err)
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else:
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print("wrote ", OUT)
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quit()
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func _flat(bg: Color, border: Color, width := 1, radius := 4) -> StyleBoxFlat:
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var s := StyleBoxFlat.new()
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s.bg_color = bg
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s.border_color = border
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s.set_border_width_all(width)
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s.set_corner_radius_all(radius)
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s.content_margin_left = 12
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s.content_margin_right = 12
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s.content_margin_top = 6
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s.content_margin_bottom = 6
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return s
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func _fonts(theme: Theme) -> void:
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var serif: FontFile = load(SERIF)
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# Global defaults: prose serif at body size.
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theme.default_font = serif
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theme.default_font_size = 18
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# Heading role via the Label "Heading" variation.
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theme.set_type_variation(&"Heading", "Label")
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theme.set_font(&"font", &"Heading", serif)
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theme.set_font_size(&"font_size", &"Heading", 34)
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theme.set_color(&"font_color", &"Heading", Palette.INK_HEADING)
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# Accent (hand-inked) role.
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theme.set_type_variation(&"Accent", "Label")
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theme.set_font(&"font", &"Accent", load(ACCENT))
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theme.set_font_size(&"font_size", &"Accent", 24)
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theme.set_color(&"font_color", &"Accent", Palette.INK_GOLD)
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# Mono chrome role.
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theme.set_type_variation(&"Mono", "Label")
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theme.set_font(&"font", &"Mono", load(MONO))
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theme.set_font_size(&"font_size", &"Mono", 13)
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theme.set_color(&"font_color", &"Mono", Palette.MUTED_MONO)
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func _primary_cta(theme: Theme) -> void:
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var k := ThemeKeys.PRIMARY_CTA
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theme.set_type_variation(k, "Button")
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theme.set_stylebox(&"normal", k, _flat(Palette.BLOOD, Palette.BLOOD, 1, 4))
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theme.set_stylebox(&"hover", k, _flat(Palette.BLOOD_BRIGHT, Palette.BLOOD, 1, 4))
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theme.set_stylebox(&"pressed", k, _flat(Palette.BLOOD_DARK, Palette.BLOOD, 1, 4))
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theme.set_color(&"font_color", k, Palette.CREAM_BRIGHT)
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func _tabs(theme: Theme) -> void:
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theme.set_type_variation(ThemeKeys.TAB, "Button")
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theme.set_stylebox(&"normal", ThemeKeys.TAB, _flat(Palette.TAB_INACTIVE_BG, Palette.PARCHMENT_BORDER_2, 1, 14))
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theme.set_color(&"font_color", ThemeKeys.TAB, Palette.INK_MUTED)
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theme.set_type_variation(ThemeKeys.TAB_ACTIVE, "Button")
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theme.set_stylebox(&"normal", ThemeKeys.TAB_ACTIVE, _flat(Palette.BLOOD, Palette.BLOOD, 1, 14))
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theme.set_color(&"font_color", ThemeKeys.TAB_ACTIVE, Palette.CREAM_BRIGHT)
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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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theme.set_type_variation(k, "Button")
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var s := _flat(Color(Palette.MUTED_MONO, 0.12), Palette.MUTED_MONO, 1, 3)
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theme.set_stylebox(&"normal", k, s)
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theme.set_font(&"font", k, load(MONO))
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theme.set_font_size(&"font_size", k, 11)
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theme.set_color(&"font_color", k, Palette.MUTED_MONO)
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func _tiles(theme: Theme) -> void:
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var filled := _flat(Palette.PARCHMENT_INSET, Palette.PARCHMENT_BORDER, 2, 6)
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theme.set_type_variation(ThemeKeys.ITEM_TILE, "PanelContainer")
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theme.set_stylebox(&"panel", ThemeKeys.ITEM_TILE, filled)
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var empty := _flat(Palette.PARCHMENT_INSET_2, Palette.PARCHMENT_BORDER_3, 1, 6)
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empty.draw_center = false
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theme.set_type_variation(ThemeKeys.ITEM_TILE_EMPTY, "PanelContainer")
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theme.set_stylebox(&"panel", ThemeKeys.ITEM_TILE_EMPTY, empty)
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func _cards_and_panels(theme: Theme) -> void:
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theme.set_type_variation(ThemeKeys.PARCHMENT_CARD, "PanelContainer")
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theme.set_stylebox(&"panel", ThemeKeys.PARCHMENT_CARD, _flat(Palette.PARCHMENT_CARD, Palette.PARCHMENT_BORDER, 1, 6))
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theme.set_type_variation(ThemeKeys.PARCHMENT_INSET, "PanelContainer")
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theme.set_stylebox(&"panel", ThemeKeys.PARCHMENT_INSET, _flat(Palette.PARCHMENT_INSET, Palette.PARCHMENT_BORDER_3, 1, 4))
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theme.set_type_variation(ThemeKeys.DARK_PANEL, "PanelContainer")
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theme.set_stylebox(&"panel", ThemeKeys.DARK_PANEL, _flat(Palette.DARK_PANEL_70, Palette.BORDER_4, 1, 4))
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1
client/scripts/theme/build_game_theme.gd.uid
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1
client/scripts/theme/build_game_theme.gd.uid
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uid://drualc64s2x3p
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30
client/scripts/theme/theme_keys.gd
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30
client/scripts/theme/theme_keys.gd
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# client/scripts/theme/theme_keys.gd
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class_name ThemeKeys
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extends RefCounted
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## Type-variation names for game_theme.tres. Scripts set `theme_type_variation`
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## to one of these so a typo is a compile-time symbol error, not a silent miss.
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## §2: presentation.
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const PRIMARY_CTA := &"PrimaryCTA"
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const TAB := &"Tab"
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const TAB_ACTIVE := &"TabActive"
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const CHIP := &"Chip"
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const ITEM_TILE := &"ItemTile"
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const ITEM_TILE_EMPTY := &"ItemTileEmpty"
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const PARCHMENT_CARD := &"ParchmentCard"
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const PARCHMENT_INSET := &"ParchmentInset"
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const DARK_PANEL := &"DarkPanel"
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## Every variation name + the base Control type it decorates. The builder and the
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## test both iterate this so they can never drift apart.
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const ALL := {
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PRIMARY_CTA: "Button",
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TAB: "Button",
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TAB_ACTIVE: "Button",
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CHIP: "Button",
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ITEM_TILE: "PanelContainer",
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ITEM_TILE_EMPTY: "PanelContainer",
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PARCHMENT_CARD: "PanelContainer",
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PARCHMENT_INSET: "PanelContainer",
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DARK_PANEL: "PanelContainer",
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}
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1
client/scripts/theme/theme_keys.gd.uid
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1
client/scripts/theme/theme_keys.gd.uid
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uid://upoh5yt3dd4i
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