refactor(@projects/@magic-civilization): 🎨 tokenize ui menu colours (p2-74 cluster 5)
Route scenes/ui/ingame_menu.gd (4) and scenes/ui/lens_switcher.gd (4) off inline Color() literals onto existing design tokens (no token additions, no theme rebuild needed). - ingame_menu save status: green/red → semantic.positive / semantic.negative. - lens_switcher active-lens font → semantic.positive; panel bg → background.deepest (alpha 0.82 preserved) + border → border.panel. - Wrap two _show_status calls to satisfy max-line-length. Both files gdlint-clean; all token refs resolve. 0 inline Color() remain. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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3 changed files with 30 additions and 9 deletions
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@ -97,7 +97,20 @@ always-green. Order by player visibility: HUD/world-map → city → combat →
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file. Verified on plum: JSON valid, theme `--check` clean, all 13 token refs
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resolve, 0 `Color()` remain. Apricot visual proof pending (placeholders only
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render when a decoration sprite is missing; demo ships copyleft sprites).
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- **Remaining**: minimap (`scenes/hud/minimap.*`) is **already compliant** — its
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- **Cluster 5** (UI menus) — landed. `scenes/ui/ingame_menu.gd` (4) +
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`scenes/ui/lens_switcher.gd` (4) → 0 inline `Color()`. Mapped to **existing**
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tokens (no token additions, no theme rebuild): save-status green/red →
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`semantic.positive`/`semantic.negative`; active-lens font → `semantic.positive`;
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lens panel bg → `background.deepest` (alpha 0.82 preserved) + border →
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`border.panel`. Both files gdlint-clean. All refs resolve.
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- **Remaining**: `world_map/arena_overlay.gd` (2 player-slot literals — candidate
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for `player.blue`/`player.orange`, pending a check of whether they're seeded
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elsewhere) is the last straightforward convertible. Everything else is a
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**legitimate carve-out** (allowed by acceptance bullet 2): computed alpha-variants
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of a base/player colour (`courier_route_overlay` L30/31 + L102 ring,
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`arena_playback` L260/270/281, `world_map_units` L86), token-seeded `_ready()`
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fallbacks (`courier_route_overlay` L19/20), and an identity-modulate reset
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(`tile_info_panel` L200 `Color(1,1,1,1)`). minimap (`scenes/hud/minimap.*`) is
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23 `Color()` are the documented `TERRAIN_COLORS` game-content exception (Rail-2
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follow-up, OOS for this visual pass) + token-seeded `_ready()` fallbacks;
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`world_map_hud.*` / `weather_visualizer.*` / `encyclopedia_panel.*` already 0.
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@ -50,9 +50,12 @@ func _on_quick_save() -> void:
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var turn: int = GameState.turn_number
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var err: Error = SaveManagerScript.save_to_named_slot("quicksave")
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if err == OK:
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_show_status(ThemeVocabulary.lookup("fmt_saved_turn") % turn, Color(0.3, 0.9, 0.4))
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_show_status(
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ThemeVocabulary.lookup("fmt_saved_turn") % turn,
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ThemeAssets.color("semantic.positive"),
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)
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else:
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_show_status(ThemeVocabulary.lookup("save_failed"), Color(0.9, 0.3, 0.3))
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_show_status(ThemeVocabulary.lookup("save_failed"), ThemeAssets.color("semantic.negative"))
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func _on_save() -> void:
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@ -61,9 +64,12 @@ func _on_save() -> void:
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var slot: String = "save_t%d_%s" % [turn, timestamp]
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var err: Error = SaveManagerScript.save_to_named_slot(slot)
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if err == OK:
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_show_status(ThemeVocabulary.lookup("fmt_saved_slot") % slot, Color(0.3, 0.9, 0.4))
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_show_status(
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ThemeVocabulary.lookup("fmt_saved_slot") % slot,
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ThemeAssets.color("semantic.positive"),
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)
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else:
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_show_status(ThemeVocabulary.lookup("save_failed"), Color(0.9, 0.3, 0.3))
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_show_status(ThemeVocabulary.lookup("save_failed"), ThemeAssets.color("semantic.negative"))
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func _on_load() -> void:
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@ -252,9 +252,9 @@ func _update_button_states() -> void:
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var btn: Button = _buttons_by_id[key] as Button
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var active: bool = (key == _active_lens_id)
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if active:
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btn.add_theme_color_override("font_color", Color(0.15, 0.9, 0.4, 1.0))
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btn.add_theme_color_override("font_color", ThemeAssets.color("semantic.positive"))
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btn.add_theme_color_override(
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"font_pressed_color", Color(0.15, 0.9, 0.4, 1.0)
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"font_pressed_color", ThemeAssets.color("semantic.positive")
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)
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else:
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btn.remove_theme_color_override("font_color")
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@ -295,8 +295,10 @@ func _cycle(direction: int) -> void:
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func _apply_panel_style() -> void:
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var style: StyleBoxFlat = StyleBoxFlat.new()
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style.bg_color = Color(0.05, 0.05, 0.08, 0.82)
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style.border_color = Color(0.25, 0.22, 0.12, 0.85)
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var panel_bg: Color = ThemeAssets.color("background.deepest")
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panel_bg.a = 0.82
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style.bg_color = panel_bg
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style.border_color = ThemeAssets.color("border.panel")
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style.set_border_width_all(1)
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style.set_corner_radius_all(3)
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style.content_margin_left = 6
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