Files
code_of_conquest_dnd/client/scripts/theme/build_game_theme.gd
Phillip Tarrant 0bbf94289a feat(theme): the creation screen's five variations
SelectCard (a Button whose `pressed` IS the chosen ring), SkillChip (a toggle
with unpicked/picked/granted-so-inert), the CHOSEN and PRIMARY tags, and the
gold PrimaryCard ring. Plus INK_LABEL_MUTED for the sheet's section headers.

Built by build_game_theme.gd and regenerated; the .tres is never hand-edited.
2026-07-13 14:48:17 -05:00

268 lines
13 KiB
GDScript

# client/scripts/theme/build_game_theme.gd
@tool
extends SceneTree
## One-shot Theme builder. Run headless:
## godot --headless -s res://scripts/theme/build_game_theme.gd
## Constructs game_theme.tres from Palette + the bundled fonts and saves it.
## The builder is the source of truth; the .tres is a committed artifact.
##
## build_theme() is a static func so it is reachable without saving/quitting —
## tests preload this script and call Builder.build_theme() directly to compare
## a fresh in-memory Theme against the committed .tres (drift guard). Preloading
## a script and calling a static func does not run _init() — only `.new()` does
## — so this is safe to call from a test without side effects.
## §2: presentation.
const OUT := "res://assets/theme/game_theme.tres"
const SERIF := "res://assets/theme/fonts/EBGaramond-VariableFont_wght.ttf"
const SERIF_ITALIC := "res://assets/theme/fonts/EBGaramond-Italic-VariableFont_wght.ttf"
const ACCENT := "res://assets/theme/fonts/ArchitectsDaughter-Regular.ttf"
const MONO := "res://assets/theme/fonts/JetBrainsMono-VariableFont_wght.ttf"
func _init() -> void:
var t := build_theme()
var err := ResourceSaver.save(t, OUT)
if err != OK:
push_error("theme save failed: %d" % err)
else:
print("wrote ", OUT)
quit()
static func build_theme() -> Theme:
var theme := Theme.new()
_fonts(theme)
_title_type(theme)
_rich_text(theme)
_primary_cta(theme)
_tabs(theme)
_dock_button(theme)
_parchment_button(theme)
_chip(theme)
_section_label(theme)
_select_card(theme)
_skill_chip(theme)
_tags_and_primary(theme)
_tiles(theme)
_cards_and_panels(theme)
return theme
static func _flat(bg: Color, border: Color, width := 1, radius := 4) -> StyleBoxFlat:
var s := StyleBoxFlat.new()
s.bg_color = bg
s.border_color = border
s.set_border_width_all(width)
s.set_corner_radius_all(radius)
s.content_margin_left = 12
s.content_margin_right = 12
s.content_margin_top = 6
s.content_margin_bottom = 6
return s
static func _fonts(theme: Theme) -> void:
var serif: FontFile = load(SERIF)
# Global defaults: prose serif at body size.
theme.default_font = serif
theme.default_font_size = 18
# Heading role via the Label "Heading" variation.
theme.set_type_variation(ThemeKeys.HEADING, "Label")
theme.set_font(&"font", ThemeKeys.HEADING, serif)
theme.set_font_size(&"font_size", ThemeKeys.HEADING, 34)
theme.set_color(&"font_color", ThemeKeys.HEADING, Palette.INK_HEADING)
# Accent (hand-inked) role.
theme.set_type_variation(ThemeKeys.ACCENT, "Label")
theme.set_font(&"font", ThemeKeys.ACCENT, load(ACCENT))
theme.set_font_size(&"font_size", ThemeKeys.ACCENT, 24)
theme.set_color(&"font_color", ThemeKeys.ACCENT, Palette.INK_GOLD)
# Mono chrome role.
theme.set_type_variation(ThemeKeys.MONO, "Label")
theme.set_font(&"font", ThemeKeys.MONO, load(MONO))
theme.set_font_size(&"font_size", ThemeKeys.MONO, 13)
theme.set_color(&"font_color", ThemeKeys.MONO, Palette.MUTED_MONO)
static func _title_type(theme: Theme) -> void:
# Title-screen display type (mock Title Screen): the big serif logo + the mono
# kicker above it. Label font-role variations (font/size/colour), the same
# shape as Heading/Accent/Mono.
theme.set_type_variation(ThemeKeys.TITLE_LOGO, "Label")
theme.set_font(&"font", ThemeKeys.TITLE_LOGO, load(SERIF))
theme.set_font_size(&"font_size", ThemeKeys.TITLE_LOGO, 116)
theme.set_color(&"font_color", ThemeKeys.TITLE_LOGO, Palette.CREAM)
theme.set_type_variation(ThemeKeys.TITLE_KICKER, "Label")
theme.set_font(&"font", ThemeKeys.TITLE_KICKER, load(MONO))
theme.set_font_size(&"font_size", ThemeKeys.TITLE_KICKER, 13)
theme.set_color(&"font_color", ThemeKeys.TITLE_KICKER, Palette.GOLD)
static func _rich_text(theme: Theme) -> void:
# Base RichTextLabel styling — the narrative "prose" voice (mock README §Typography:
# Georgia/serif for DM/flavor body, italic for emphasis). RichTextLabel does NOT
# inherit default_font/default_color, so without this its text renders in the engine
# default (near-white) and is unreadable on parchment. Every parchment prose surface
# (the narration book, later quest briefs/dialogue) reads dark serif ink from here.
theme.set_font(&"normal_font", "RichTextLabel", load(SERIF))
theme.set_font(&"italics_font", "RichTextLabel", load(SERIF_ITALIC))
theme.set_font_size(&"normal_font_size", "RichTextLabel", 20)
theme.set_color(&"default_color", "RichTextLabel", Palette.INK_BODY)
static func _primary_cta(theme: Theme) -> void:
var k := ThemeKeys.PRIMARY_CTA
theme.set_type_variation(k, "Button")
theme.set_stylebox(&"normal", k, _flat(Palette.BLOOD, Palette.BLOOD, 1, 4))
theme.set_stylebox(&"hover", k, _flat(Palette.BLOOD_BRIGHT, Palette.BLOOD, 1, 4))
theme.set_stylebox(&"pressed", k, _flat(Palette.BLOOD_DARK, Palette.BLOOD, 1, 4))
# Unaffordable/disabled CTA state (2a shell needs this) — desaturated/greyed.
theme.set_stylebox(&"disabled", k, _flat(Palette.MUTED_MONO_DIM, Palette.MUTED_MONO_DIM, 1, 4))
theme.set_color(&"font_color", k, Palette.CREAM_BRIGHT)
theme.set_color(&"font_disabled_color", k, Palette.MUTED_MONO)
static func _tabs(theme: Theme) -> void:
var tab := ThemeKeys.TAB
theme.set_type_variation(tab, "Button")
theme.set_stylebox(&"normal", tab, _flat(Palette.TAB_INACTIVE_BG, Palette.PARCHMENT_BORDER_2, 1, 14))
theme.set_stylebox(&"hover", tab, _flat(Palette.PARCHMENT_CARD, Palette.PARCHMENT_BORDER_2, 1, 14))
theme.set_stylebox(&"pressed", tab, _flat(Palette.PARCHMENT_INSET, Palette.PARCHMENT_BORDER, 1, 14))
theme.set_stylebox(&"focus", tab, StyleBoxEmpty.new())
theme.set_color(&"font_color", tab, Palette.INK_MUTED)
var tab_active := ThemeKeys.TAB_ACTIVE
theme.set_type_variation(tab_active, "Button")
theme.set_stylebox(&"normal", tab_active, _flat(Palette.BLOOD, Palette.BLOOD, 1, 14))
theme.set_stylebox(&"hover", tab_active, _flat(Palette.BLOOD_BRIGHT, Palette.BLOOD_BRIGHT, 1, 14))
theme.set_stylebox(&"pressed", tab_active, _flat(Palette.BLOOD_DARK, Palette.BLOOD, 1, 14))
theme.set_stylebox(&"focus", tab_active, StyleBoxEmpty.new())
theme.set_color(&"font_color", tab_active, Palette.CREAM_BRIGHT)
static func _dock_button(theme: Theme) -> void:
# Dark nav button for the slide-in system dock (mock 2a). Button-base so
# normal/hover/pressed styleboxes actually apply (a PanelContainer variation's
# lone `panel` stylebox does not skin a Button). Colours are dock-dark.
var k := ThemeKeys.DOCK_BUTTON
theme.set_type_variation(k, "Button")
theme.set_stylebox(&"normal", k, _flat(Palette.DARK_PANEL_70, Palette.BORDER_1, 1, 8))
theme.set_stylebox(&"hover", k, _flat(Palette.DARK_PANEL_85, Palette.GOLD, 1, 8))
theme.set_stylebox(&"pressed", k, _flat(Palette.DARK_PANEL_90, Palette.GOLD, 1, 8))
theme.set_stylebox(&"focus", k, StyleBoxEmpty.new())
theme.set_color(&"font_color", k, Palette.CREAM_SECONDARY)
static func _parchment_button(theme: Theme) -> void:
# Clickable parchment row/card for the narration book (mock 2a response
# choices + the refire affordance). Button-base so normal/hover/pressed/
# disabled styleboxes actually apply (a PanelContainer variation's lone
# `panel` stylebox does not skin a Button). Colours are the mock's choice-card.
var k := ThemeKeys.PARCHMENT_BUTTON
theme.set_type_variation(k, "Button")
theme.set_stylebox(&"normal", k, _flat(Palette.PARCHMENT_CARD, Palette.PARCHMENT_BORDER_3, 1, 8))
theme.set_stylebox(&"hover", k, _flat(Palette.PARCHMENT_INSET, Palette.INK_LABEL, 1, 8))
theme.set_stylebox(&"pressed", k, _flat(Palette.PARCHMENT_INSET_2, Palette.INK_LABEL, 1, 8))
theme.set_stylebox(&"disabled", k, _flat(Palette.PARCHMENT_INSET_2, Palette.PARCHMENT_BORDER_3, 1, 8))
theme.set_stylebox(&"focus", k, StyleBoxEmpty.new())
theme.set_color(&"font_color", k, Palette.INK_BODY)
theme.set_color(&"font_disabled_color", k, Palette.INK_MUTED)
static func _chip(theme: Theme) -> void:
# Base chip; the semantic colour (red/gold/grey) is applied per-use by script.
var k := ThemeKeys.CHIP
theme.set_type_variation(k, "Button")
theme.set_stylebox(&"normal", k, _flat(Color(Palette.MUTED_MONO, 0.12), Palette.MUTED_MONO, 1, 3))
theme.set_stylebox(&"hover", k, _flat(Color(Palette.MUTED_MONO, 0.22), Palette.MUTED_MONO, 1, 3))
theme.set_stylebox(&"pressed", k, _flat(Color(Palette.MUTED_MONO, 0.32), Palette.MUTED_MONO, 1, 3))
theme.set_stylebox(&"focus", k, StyleBoxEmpty.new())
theme.set_font(&"font", k, load(MONO))
theme.set_font_size(&"font_size", k, 11)
theme.set_color(&"font_color", k, Palette.MUTED_MONO)
static func _section_label(theme: Theme) -> void:
# The mono section headers on the parchment sheet (RACE / CALLING / NAME …).
# Mono's own colour is for dark surfaces; on parchment it needs the muted ink.
theme.set_type_variation(ThemeKeys.SECTION_LABEL, "Label")
theme.set_font(&"font", ThemeKeys.SECTION_LABEL, load(MONO))
theme.set_font_size(&"font_size", ThemeKeys.SECTION_LABEL, 13)
theme.set_color(&"font_color", ThemeKeys.SECTION_LABEL, Palette.INK_LABEL_MUTED)
static func _select_card(theme: Theme) -> void:
# Race + calling cards. Button-base (a PanelContainer variation's lone `panel`
# stylebox does not skin a Button — ADR 0001). `pressed` IS the CHOSEN state:
# the card is a toggle in a ButtonGroup, so `pressed` persists after the click.
var k := ThemeKeys.SELECT_CARD
theme.set_type_variation(k, "Button")
theme.set_stylebox(&"normal", k, _flat(Palette.PARCHMENT_CARD, Palette.PARCHMENT_BORDER, 1, 12))
theme.set_stylebox(&"hover", k, _flat(Palette.PARCHMENT_INSET, Palette.PARCHMENT_BORDER_3, 1, 12))
theme.set_stylebox(&"pressed", k, _flat(Palette.PARCHMENT_CARD, Palette.BLOOD, 3, 12))
theme.set_stylebox(&"disabled", k, _flat(Palette.PARCHMENT_INSET_2, Palette.PARCHMENT_BORDER_3, 1, 12))
theme.set_stylebox(&"focus", k, StyleBoxEmpty.new())
theme.set_color(&"font_color", k, Palette.INK_HEADING)
theme.set_color(&"font_disabled_color", k, Palette.INK_MUTED)
static func _skill_chip(theme: Theme) -> void:
# A proficiency chip is a TOGGLE with three states the player must be able to
# read at a glance: unpicked (parchment), picked (crimson), and granted-by-race
# (dim + inert — the elf already has perception, so the chip cannot be pressed).
var k := ThemeKeys.SKILL_CHIP
theme.set_type_variation(k, "Button")
theme.set_stylebox(&"normal", k, _flat(Palette.PARCHMENT_CARD, Palette.PARCHMENT_BORDER_3, 1, 14))
theme.set_stylebox(&"hover", k, _flat(Palette.PARCHMENT_INSET, Palette.INK_LABEL, 1, 14))
theme.set_stylebox(&"pressed", k, _flat(Palette.BLOOD, Palette.BLOOD, 1, 14))
theme.set_stylebox(&"disabled", k, _flat(Palette.PARCHMENT_INSET_2, Palette.PARCHMENT_BORDER_3, 1, 14))
theme.set_stylebox(&"focus", k, StyleBoxEmpty.new())
theme.set_font(&"font", k, load(MONO))
theme.set_font_size(&"font_size", k, 12)
theme.set_color(&"font_color", k, Palette.INK_LABEL)
theme.set_color(&"font_pressed_color", k, Palette.CREAM_BRIGHT)
theme.set_color(&"font_hover_color", k, Palette.INK_LABEL)
theme.set_color(&"font_disabled_color", k, Palette.PARCHMENT_BORDER_3)
static func _tags_and_primary(theme: Theme) -> void:
# The two little flags that ride on a card's top edge, and the gold ring the
# calling's primary attribute wears. Label takes a `normal` stylebox in Godot 4.
var chosen := ThemeKeys.CHOSEN_TAG
theme.set_type_variation(chosen, "Label")
theme.set_stylebox(&"normal", chosen, _flat(Palette.BLOOD, Palette.BLOOD, 1, 5))
theme.set_font(&"font", chosen, load(MONO))
theme.set_font_size(&"font_size", chosen, 10)
theme.set_color(&"font_color", chosen, Palette.CREAM_BRIGHT)
var primary_tag := ThemeKeys.PRIMARY_TAG
theme.set_type_variation(primary_tag, "Label")
theme.set_stylebox(&"normal", primary_tag, _flat(Palette.INK_GOLD, Palette.INK_GOLD, 1, 5))
theme.set_font(&"font", primary_tag, load(MONO))
theme.set_font_size(&"font_size", primary_tag, 9)
theme.set_color(&"font_color", primary_tag, Palette.CREAM_BRIGHT)
theme.set_type_variation(ThemeKeys.PRIMARY_CARD, "PanelContainer")
theme.set_stylebox(&"panel", ThemeKeys.PRIMARY_CARD,
_flat(Palette.PARCHMENT_CARD, Palette.INK_GOLD, 2, 12))
static func _tiles(theme: Theme) -> void:
var filled := _flat(Palette.PARCHMENT_INSET, Palette.PARCHMENT_BORDER, 2, 6)
theme.set_type_variation(ThemeKeys.ITEM_TILE, "PanelContainer")
theme.set_stylebox(&"panel", ThemeKeys.ITEM_TILE, filled)
var empty := _flat(Palette.PARCHMENT_INSET_2, Palette.PARCHMENT_BORDER_3, 1, 6)
empty.draw_center = false
theme.set_type_variation(ThemeKeys.ITEM_TILE_EMPTY, "PanelContainer")
theme.set_stylebox(&"panel", ThemeKeys.ITEM_TILE_EMPTY, empty)
static func _cards_and_panels(theme: Theme) -> void:
theme.set_type_variation(ThemeKeys.PARCHMENT_CARD, "PanelContainer")
theme.set_stylebox(&"panel", ThemeKeys.PARCHMENT_CARD, _flat(Palette.PARCHMENT_CARD, Palette.PARCHMENT_BORDER, 1, 6))
theme.set_type_variation(ThemeKeys.PARCHMENT_INSET, "PanelContainer")
theme.set_stylebox(&"panel", ThemeKeys.PARCHMENT_INSET, _flat(Palette.PARCHMENT_INSET, Palette.PARCHMENT_BORDER_3, 1, 4))
theme.set_type_variation(ThemeKeys.DARK_PANEL, "PanelContainer")
theme.set_stylebox(&"panel", ThemeKeys.DARK_PANEL, _flat(Palette.DARK_PANEL_70, Palette.BORDER_4, 1, 4))