- build_game_theme.gd: extract build_theme() as a static func returning the fully-built Theme; _init() is now a thin save+quit wrapper. Enables a test to build a fresh Theme in memory without running the SceneTree main loop. - test_theme_resource.gd: add test_committed_tres_matches_builder() — builds a fresh Theme via the preloaded builder and compares bg_color against the committed game_theme.tres for PrimaryCTA/normal, ParchmentCard/panel, and DarkPanel/panel. Catches "palette/builder changed, .tres not regenerated." - build_game_theme.gd: give Tab, TabActive, and Chip explicit hover/pressed/ focus styleboxes (focus is StyleBoxEmpty to suppress the default ring) so they no longer fall back to Godot's default gray button on interaction. Add a disabled stylebox + font_disabled_color to PrimaryCTA for the unaffordable-CTA state the 2a shell will need. - theme_keys.gd: add HEADING/ACCENT/MONO font-role consts (kept out of ALL, which is stylebox-variation-only); build_game_theme.gd and theme_showcase.gd now reference them instead of raw StringName literals. - theme_showcase.gd: add an italic DM-voice RichTextLabel (EB Garamond italic face, spec §6) and two semantic-coloured chips (BLOOD for aggressive actions, GOLD for pay/faith) alongside the existing neutral chip, demonstrating the script-applied colouring from spec §5.3. - dark_bay.gdshader: comment noting the stripe uses FRAGCOORD (screen-space) while the vignette uses UV (node-local) — intended for full-bleed use. - surfaces/*.gd: ## comments documenting the accepted deviation from spec §5.4 (uniforms set at runtime from Palette rather than baked into the .tscn) — no behavior change. - Regenerated game_theme.tres via build_game_theme.gd. Full suite: 125/125 (was 124, +1 drift-guard test). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GFDm1ku9WDUacK2S78m2be
141 lines
6.1 KiB
GDScript
141 lines
6.1 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 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 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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_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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return theme
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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, 13)
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theme.set_color(&"font_color", ThemeKeys.MONO, Palette.MUTED_MONO)
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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 _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, 11)
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theme.set_color(&"font_color", k, Palette.MUTED_MONO)
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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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