Two F6-review follow-ups from the human's read of the running screen.
1. GRANTED skill chips now read as 'you already have this', not 'unavailable'.
The elf's granted `perception` shared SkillChip's dim `disabled` look with the
'picks are spent' chips, so it read as blocked. Split out a fourth state,
SkillChipGranted — a solid gold fill, cream text, and a ✓ prefix (owned) — while
the pool-is-spent chips keep the plain dim disabled. Applied per-chip in _bind_skills.
2. Enlarged the small mono/body/prose roles for readability on sub-1920 laptops
(the 1920 design canvas scales DOWN on a smaller screen, so 11-13px text got
tiny): DM prose 20->22, MONO 13->14, section labels 13->14, card title 19->20,
card body 13->14, chips 11->12, skill chips 12->14, the two flag pills +1. Big
serif headings unchanged.
Two layout consequences the guards caught and I fixed, not silenced:
- Race cards overflowed the taller blurb -> card min-height 140->180 (the overflow
guard, which measures against the card the engine does NOT derive from the text,
went red first; traps.md #17).
- The 9-chip Human bonus row, wider at the bigger font, blew the whole sheet past
the viewport -> BonusRow HBoxContainer -> HFlowContainer so it wraps instead of
forcing the sheet wide. Nothing depends on the row's type (tests check child
count + visibility only).
319 client tests green (theme drift guard + overflow guard included); screenshot-
verified at 1280x720: granted chip owned, no clipping, bonus row wraps cleanly.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
337 lines
16 KiB
GDScript
337 lines
16 KiB
GDScript
# 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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##
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## build_theme() is a static func so it is reachable without saving/quitting —
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## tests preload this script and call Builder.build_theme() directly to compare
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## a fresh in-memory Theme against the committed .tres (drift guard). Preloading
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## a script and calling a static func does not run _init() — only `.new()` does
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## — so this is safe to call from a test without side effects.
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## §2: presentation.
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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 SERIF_ITALIC := "res://assets/theme/fonts/EBGaramond-Italic-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 t := build_theme()
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var err := ResourceSaver.save(t, 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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static func build_theme() -> Theme:
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var theme := Theme.new()
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_fonts(theme)
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_title_type(theme)
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_rich_text(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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_parchment_button(theme)
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_chip(theme)
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_section_label(theme)
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_select_card(theme)
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_skill_chip(theme)
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_skill_chip_granted(theme)
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_tags_and_primary(theme)
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_tiles(theme)
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_cards_and_panels(theme)
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return theme
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static func _pill(bg: Color, radius: int, margin_x: int, margin_y: int) -> StyleBoxFlat:
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# A BADGE, not a card. _flat() bakes in the 12/6 content margin every panel and
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# button on the sheet wants — on a 9px "PRIMARY" flag that padding is most of the
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# control, which is what made the badge swallow the ability card's rolled value.
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# The mock's flags are padding:2px 9px (PRIMARY) and 3px 8px (CHOSEN).
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var s := StyleBoxFlat.new()
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s.bg_color = bg
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s.border_color = bg
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s.set_border_width_all(0)
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s.set_corner_radius_all(radius)
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s.content_margin_left = margin_x
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s.content_margin_right = margin_x
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s.content_margin_top = margin_y
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s.content_margin_bottom = margin_y
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return s
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static 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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static 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(ThemeKeys.HEADING, "Label")
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theme.set_font(&"font", ThemeKeys.HEADING, serif)
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theme.set_font_size(&"font_size", ThemeKeys.HEADING, 34)
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theme.set_color(&"font_color", ThemeKeys.HEADING, Palette.INK_HEADING)
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# Accent (hand-inked) role.
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theme.set_type_variation(ThemeKeys.ACCENT, "Label")
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theme.set_font(&"font", ThemeKeys.ACCENT, load(ACCENT))
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theme.set_font_size(&"font_size", ThemeKeys.ACCENT, 24)
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theme.set_color(&"font_color", ThemeKeys.ACCENT, Palette.INK_GOLD)
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# Mono chrome role.
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theme.set_type_variation(ThemeKeys.MONO, "Label")
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theme.set_font(&"font", ThemeKeys.MONO, load(MONO))
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theme.set_font_size(&"font_size", ThemeKeys.MONO, 14)
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theme.set_color(&"font_color", ThemeKeys.MONO, Palette.MUTED_MONO)
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# Card type — the name + blurb inside a select-card. These sit ON PARCHMENT, so
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# they take INK, not CREAM. Godot's built-in default Label colour is WHITE, and a
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# Label left bare inherits it: the race and calling names shipped invisible on the
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# parchment sheet for exactly that reason. There is no such thing as an unstyled
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# Label on this sheet — every one of them names a role. (mock: 19px/17px #3a2f1c
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# title, 13px italic-serif #6a5a3a blurb.)
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theme.set_type_variation(ThemeKeys.CARD_TITLE, "Label")
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theme.set_font(&"font", ThemeKeys.CARD_TITLE, serif)
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theme.set_font_size(&"font_size", ThemeKeys.CARD_TITLE, 20)
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theme.set_color(&"font_color", ThemeKeys.CARD_TITLE, Palette.INK_HEADING)
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theme.set_type_variation(ThemeKeys.CARD_BODY, "Label")
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theme.set_font(&"font", ThemeKeys.CARD_BODY, serif)
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theme.set_font_size(&"font_size", ThemeKeys.CARD_BODY, 14)
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theme.set_color(&"font_color", ThemeKeys.CARD_BODY, Palette.INK_MUTED)
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static func _title_type(theme: Theme) -> void:
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# Title-screen display type (mock Title Screen): the big serif logo + the mono
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# kicker above it. Label font-role variations (font/size/colour), the same
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# shape as Heading/Accent/Mono.
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theme.set_type_variation(ThemeKeys.TITLE_LOGO, "Label")
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theme.set_font(&"font", ThemeKeys.TITLE_LOGO, load(SERIF))
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theme.set_font_size(&"font_size", ThemeKeys.TITLE_LOGO, 116)
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theme.set_color(&"font_color", ThemeKeys.TITLE_LOGO, Palette.CREAM)
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theme.set_type_variation(ThemeKeys.TITLE_KICKER, "Label")
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theme.set_font(&"font", ThemeKeys.TITLE_KICKER, load(MONO))
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theme.set_font_size(&"font_size", ThemeKeys.TITLE_KICKER, 13)
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theme.set_color(&"font_color", ThemeKeys.TITLE_KICKER, Palette.GOLD)
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static func _rich_text(theme: Theme) -> void:
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# Base RichTextLabel styling — the narrative "prose" voice (mock README §Typography:
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# Georgia/serif for DM/flavor body, italic for emphasis). RichTextLabel does NOT
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# inherit default_font/default_color, so without this its text renders in the engine
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# default (near-white) and is unreadable on parchment. Every parchment prose surface
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# (the narration book, later quest briefs/dialogue) reads dark serif ink from here.
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theme.set_font(&"normal_font", "RichTextLabel", load(SERIF))
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theme.set_font(&"italics_font", "RichTextLabel", load(SERIF_ITALIC))
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theme.set_font_size(&"normal_font_size", "RichTextLabel", 22)
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theme.set_color(&"default_color", "RichTextLabel", Palette.INK_BODY)
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static 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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# Unaffordable/disabled CTA state (2a shell needs this) — desaturated/greyed.
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theme.set_stylebox(&"disabled", k, _flat(Palette.MUTED_MONO_DIM, Palette.MUTED_MONO_DIM, 1, 4))
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theme.set_color(&"font_color", k, Palette.CREAM_BRIGHT)
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theme.set_color(&"font_disabled_color", k, Palette.MUTED_MONO)
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static func _tabs(theme: Theme) -> void:
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var tab := ThemeKeys.TAB
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theme.set_type_variation(tab, "Button")
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theme.set_stylebox(&"normal", tab, _flat(Palette.TAB_INACTIVE_BG, Palette.PARCHMENT_BORDER_2, 1, 14))
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theme.set_stylebox(&"hover", tab, _flat(Palette.PARCHMENT_CARD, Palette.PARCHMENT_BORDER_2, 1, 14))
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theme.set_stylebox(&"pressed", tab, _flat(Palette.PARCHMENT_INSET, Palette.PARCHMENT_BORDER, 1, 14))
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theme.set_stylebox(&"focus", tab, StyleBoxEmpty.new())
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theme.set_color(&"font_color", tab, Palette.INK_MUTED)
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var tab_active := ThemeKeys.TAB_ACTIVE
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theme.set_type_variation(tab_active, "Button")
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theme.set_stylebox(&"normal", tab_active, _flat(Palette.BLOOD, Palette.BLOOD, 1, 14))
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theme.set_stylebox(&"hover", tab_active, _flat(Palette.BLOOD_BRIGHT, Palette.BLOOD_BRIGHT, 1, 14))
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theme.set_stylebox(&"pressed", tab_active, _flat(Palette.BLOOD_DARK, Palette.BLOOD, 1, 14))
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theme.set_stylebox(&"focus", tab_active, StyleBoxEmpty.new())
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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 _parchment_button(theme: Theme) -> void:
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# Clickable parchment row/card for the narration book (mock 2a response
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# choices + the refire affordance). Button-base so normal/hover/pressed/
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# disabled styleboxes actually apply (a PanelContainer variation's lone
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# `panel` stylebox does not skin a Button). Colours are the mock's choice-card.
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var k := ThemeKeys.PARCHMENT_BUTTON
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theme.set_type_variation(k, "Button")
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theme.set_stylebox(&"normal", k, _flat(Palette.PARCHMENT_CARD, Palette.PARCHMENT_BORDER_3, 1, 8))
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theme.set_stylebox(&"hover", k, _flat(Palette.PARCHMENT_INSET, Palette.INK_LABEL, 1, 8))
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theme.set_stylebox(&"pressed", k, _flat(Palette.PARCHMENT_INSET_2, Palette.INK_LABEL, 1, 8))
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theme.set_stylebox(&"disabled", k, _flat(Palette.PARCHMENT_INSET_2, Palette.PARCHMENT_BORDER_3, 1, 8))
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theme.set_stylebox(&"focus", k, StyleBoxEmpty.new())
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theme.set_color(&"font_color", k, Palette.INK_BODY)
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theme.set_color(&"font_disabled_color", k, Palette.INK_MUTED)
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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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theme.set_type_variation(k, "Button")
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theme.set_stylebox(&"normal", k, _flat(Color(Palette.MUTED_MONO, 0.12), Palette.MUTED_MONO, 1, 3))
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theme.set_stylebox(&"hover", k, _flat(Color(Palette.MUTED_MONO, 0.22), Palette.MUTED_MONO, 1, 3))
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theme.set_stylebox(&"pressed", k, _flat(Color(Palette.MUTED_MONO, 0.32), Palette.MUTED_MONO, 1, 3))
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theme.set_stylebox(&"focus", k, StyleBoxEmpty.new())
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theme.set_font(&"font", k, load(MONO))
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theme.set_font_size(&"font_size", k, 12)
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theme.set_color(&"font_color", k, Palette.MUTED_MONO)
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static func _section_label(theme: Theme) -> void:
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# The mono section headers on the parchment sheet (RACE / CALLING / NAME …).
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# Mono's own colour is for dark surfaces; on parchment it needs the muted ink.
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theme.set_type_variation(ThemeKeys.SECTION_LABEL, "Label")
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theme.set_font(&"font", ThemeKeys.SECTION_LABEL, load(MONO))
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theme.set_font_size(&"font_size", ThemeKeys.SECTION_LABEL, 14)
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theme.set_color(&"font_color", ThemeKeys.SECTION_LABEL, Palette.INK_LABEL_MUTED)
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static func _select_card(theme: Theme) -> void:
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# Race + calling cards. Button-base (a PanelContainer variation's lone `panel`
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# stylebox does not skin a Button — ADR 0001). `pressed` IS the CHOSEN state:
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# the card is a toggle in a ButtonGroup, so `pressed` persists after the click.
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var k := ThemeKeys.SELECT_CARD
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theme.set_type_variation(k, "Button")
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theme.set_stylebox(&"normal", k, _flat(Palette.PARCHMENT_CARD, Palette.PARCHMENT_BORDER, 1, 12))
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theme.set_stylebox(&"hover", k, _flat(Palette.PARCHMENT_INSET, Palette.PARCHMENT_BORDER_3, 1, 12))
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theme.set_stylebox(&"pressed", k, _flat(Palette.PARCHMENT_CARD, Palette.BLOOD, 3, 12))
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theme.set_stylebox(&"disabled", k, _flat(Palette.PARCHMENT_INSET_2, Palette.PARCHMENT_BORDER_3, 1, 12))
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theme.set_stylebox(&"focus", k, StyleBoxEmpty.new())
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theme.set_color(&"font_color", k, Palette.INK_HEADING)
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theme.set_color(&"font_disabled_color", k, Palette.INK_MUTED)
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static func _skill_chip(theme: Theme) -> void:
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# A proficiency chip is a TOGGLE with three states the player must be able to
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# read at a glance: unpicked (parchment), picked (crimson), and granted-by-race
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# (dim + inert — the elf already has perception, so the chip cannot be pressed).
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var k := ThemeKeys.SKILL_CHIP
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theme.set_type_variation(k, "Button")
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theme.set_stylebox(&"normal", k, _flat(Palette.PARCHMENT_CARD, Palette.PARCHMENT_BORDER_3, 1, 14))
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theme.set_stylebox(&"hover", k, _flat(Palette.PARCHMENT_INSET, Palette.INK_LABEL, 1, 14))
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theme.set_stylebox(&"pressed", k, _flat(Palette.BLOOD, Palette.BLOOD, 1, 14))
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theme.set_stylebox(&"disabled", k, _flat(Palette.PARCHMENT_INSET_2, Palette.PARCHMENT_BORDER_3, 1, 14))
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theme.set_stylebox(&"focus", k, StyleBoxEmpty.new())
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theme.set_font(&"font", k, load(MONO))
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theme.set_font_size(&"font_size", k, 14)
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theme.set_color(&"font_color", k, Palette.INK_LABEL)
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theme.set_color(&"font_pressed_color", k, Palette.CREAM_BRIGHT)
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theme.set_color(&"font_hover_color", k, Palette.INK_LABEL)
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theme.set_color(&"font_disabled_color", k, Palette.PARCHMENT_BORDER_3)
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static func _skill_chip_granted(theme: Theme) -> void:
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# The FOURTH skill-chip state, split out of SkillChip's dim `disabled` look. A
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# race-GRANTED skill (the elf already has perception) must read "you already have
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# this" — OWNED — not "unavailable". So: a solid gold fill with cream text (the
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# binding prefixes a ✓), where the pool-is-spent chips keep the plain dim disabled.
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# It is inert like a disabled chip, so every interactive state paints the owned box.
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var k := ThemeKeys.SKILL_CHIP_GRANTED
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theme.set_type_variation(k, "Button")
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var owned := _flat(Palette.INK_GOLD, Palette.INK_GOLD, 1, 14)
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theme.set_stylebox(&"normal", k, owned)
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theme.set_stylebox(&"hover", k, owned)
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theme.set_stylebox(&"pressed", k, owned)
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theme.set_stylebox(&"disabled", k, owned)
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theme.set_stylebox(&"focus", k, StyleBoxEmpty.new())
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theme.set_font(&"font", k, load(MONO))
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theme.set_font_size(&"font_size", k, 14)
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theme.set_color(&"font_color", k, Palette.CREAM_BRIGHT)
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theme.set_color(&"font_disabled_color", k, Palette.CREAM_BRIGHT)
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static func _tags_and_primary(theme: Theme) -> void:
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# The two little flags that ride on a card's top edge, and the gold ring the
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# calling's primary attribute wears. Label takes a `normal` stylebox in Godot 4.
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var chosen := ThemeKeys.CHOSEN_TAG
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theme.set_type_variation(chosen, "Label")
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theme.set_stylebox(&"normal", chosen, _pill(Palette.BLOOD, 5, 8, 3))
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theme.set_font(&"font", chosen, load(MONO))
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theme.set_font_size(&"font_size", chosen, 11)
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theme.set_color(&"font_color", chosen, Palette.CREAM_BRIGHT)
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var primary_tag := ThemeKeys.PRIMARY_TAG
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theme.set_type_variation(primary_tag, "Label")
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theme.set_stylebox(&"normal", primary_tag, _pill(Palette.INK_GOLD, 5, 9, 2))
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theme.set_font(&"font", primary_tag, load(MONO))
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theme.set_font_size(&"font_size", primary_tag, 10)
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theme.set_color(&"font_color", primary_tag, Palette.CREAM_BRIGHT)
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# The ability card in both states. It is NOT a plain ParchmentCard: it wears the PRIMARY
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# flag on its top edge, and _flat()'s 6px top margin puts the "STR" key label directly
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# under the badge — they collided. The mock's card is padding:16px 10px 14px, and that
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# 16px IS the headroom the badge needs. ParchmentCard cannot simply be retuned: the
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# shell shares it, and the shell has no badge.
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theme.set_stylebox(&"panel", ThemeKeys.ABILITY_CARD,
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_ability_card(Palette.PARCHMENT_BORDER, 1))
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theme.set_type_variation(ThemeKeys.ABILITY_CARD, "PanelContainer")
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theme.set_type_variation(ThemeKeys.PRIMARY_CARD, "PanelContainer")
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theme.set_stylebox(&"panel", ThemeKeys.PRIMARY_CARD,
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_ability_card(Palette.INK_GOLD, 2))
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static func _ability_card(border: Color, width: int) -> StyleBoxFlat:
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var s := _flat(Palette.PARCHMENT_CARD, border, width, 12)
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s.content_margin_top = 16
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s.content_margin_bottom = 14
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s.content_margin_left = 10
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s.content_margin_right = 10
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return s
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static 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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static 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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