# 0001 — UI screens are editor-authored scenes, not code-built - **Status:** accepted - **Date:** 2026-07-11 (M3-b, Main Window shell) ## Context The M3-b Main Window shell was first built by constructing every Control node in `_ready()` (a pattern borrowed from `theme_showcase.gd`, where it was fine because the showcase is a throwaway proof). For a real screen this was wrong: - **It does not preview in the Godot editor.** Opening the `.tscn` showed a bare root Control — every widget only existed at runtime — so the human could not see or arrange the layout in the editor. Tuning meant editing pixel offsets in code, running, eyeballing, repeating. - It buried layout, styling, and content in GDScript, where it is verbose and hard to reason about, and it drifted from charter §16's own words: *"each screen is recreated as a Godot 4.7 Control-node scene."* The human asked to be able to arrange the scene in the editor "as much as possible," with code only for genuine on-load work. ## Decision **UI screens (and their sub-scenes) are authored editor-first as `.tscn` node trees.** The split: - **In the `.tscn` (editor):** the whole node tree — containers, panels, labels, buttons, art-slot placeholders — with the shared `Theme` assigned on the scene root and every `theme_type_variation` set on its node. Authored placeholder text/values so the screen previews with representative content. Sub-screens are **instanced** (`ExtResource` PackedScene), not rebuilt. - **In the script (on-load only):** `@onready` references to named nodes; wiring (signals, the DM loop, injected services); animations (e.g. the dock slide); and **binding state into the authored nodes** (setting label text/colours from the model). Never construct the tree in `_ready()`. - **Data-driven repeats** (turn-order tokens, consumable slots, later inventory grids) are a **fixed set of authored nodes** bound from state at runtime — spare slots hide. This keeps them previewable; combat/inventory become the writers later. (Author enough slots for the common case; if a screen ever needs a genuinely unbounded list, revisit with a code-instanced container then.) Supporting conventions established alongside this decision: - **Scene root sizing.** Give the `.tscn` root a fixed size (e.g. 1920×1080) via offsets so it previews, but **no full-rect anchors on the root** — a root Control run via F6 is not sized by full-rect anchors and collapses to (0,0). The script keeps `size = get_viewport_rect().size` on `_ready` + `size_changed` (the M3-a lesson). - **Button styling uses Button-base theme variations.** Never apply a PanelContainer-base variation (`DarkPanel`, `ParchmentCard`) to a `Button` — a Button looks up `normal/hover/pressed`, which a `panel`-only variation lacks, so it renders unskinned. M3-b added Button-base `DockButton` and `ParchmentButton` to the theme for exactly this. - **RichTextLabel prose reads its style from the theme.** `RichTextLabel` does **not** inherit `default_font`/`default_color`, so without a theme entry its text renders near-white (unreadable on parchment). The theme now sets a base `RichTextLabel` style (dark `INK_BODY` serif + italic face). All colours still come from `Palette` via the theme builder — no hex in scripts or `.tscn`. ## Consequences **Easier:** - The human arranges any screen directly in the Godot editor; layout persists in the `.tscn`. Fine-tuning is drag-and-drop, not code-run-eyeball. - Screens preview with themed, representative content on open. - Scripts shrink to logic; less code, easier to review, focused files. - The look stays one system (theme assigned per scene root). **Caveats / harder:** - **Shader surfaces render only at runtime.** `DarkBay`/`VignetteOverlay` set their `ShaderMaterial` in `_ready()` (M3-a accepted deviation), so their texture appears only on an F6 run — the editor shows layout but a plain panel behind it. Layout still previews fine. - Tests reference nodes by their authored `@onready` paths; renaming/moving a node in the editor means updating the path (and any test that reads it). - The visual gate stays a **human F6 eyeball** — headless tests prove structure (nodes mount, sizes are non-zero, bindings run) but not rendering. ## Reference implementation M3-b shell scenes: `client/scenes/shell/{MainWindowShell,SystemDock,NarrationBook}.tscn` with their `client/scripts/ui/shell/*.gd` scripts. Practical how-to lives in [`client/docs/README.md`](../../client/docs/README.md) → "UI scene conventions."