fix(dark-theme): PlayStateIcon glyph beats .dd-accent-icon; GasLampLit self-colored frame

PlayStateIcon.razor.css adds a .mud-icon-root rule !important so the play chip always shows
navy on moss-green in dark. GasLampLit frame path changed from currentColor to #2A5C4F;
dead nav dark rule removed.
This commit is contained in:
daniel-c-harvey
2026-06-20 03:03:18 -04:00
parent bb086e5869
commit 00ff9e2702
4 changed files with 27 additions and 10 deletions
+5 -1
View File
@@ -144,7 +144,11 @@ Component state lives in ViewModels (registered scoped in DI). Components render
Green-accent interactive icon affordances (Play / Share / Add-to-Queue / lava-lamp trigger, etc.) use a **single reusable treatment** in `deepdrft-styles.css`, not per-site dark overrides. Wrap the affordance(s) in a container carrying `.dd-accent-icon`; the rule colours the inner `.mud-icon-root` glyph green-accent (`--deepdrft-green-accent`, the brand constant — same value in both palettes) in **both** themes. Add `.dd-accent-fill` to the same container when it also holds a filled `Color.Secondary` `MudButton` whose fill must go green-accent in **dark** (dark-only — light already renders green fill + white text).
Two reasons this is needed and why it's a class, not a palette colour: (1) no MudBlazor `Color` enum is green in both themes (`Dark.Secondary` is off-white), so palette-only solutions can't express "green in both"; (2) MudBlazor stamps the standalone rule `.mud-secondary-text { color: …secondary !important }` (0,1,0) on the glyph `<svg>`, so wrapper-level overrides never reach it — the reusable rule targets `.dd-accent-icon .mud-icon-button .mud-icon-root` (0,3,0) `!important`, which beats it on specificity alone; source order is not load-bearing for the glyph clause. The Session/Mix release-detail hero Share/Play glyphs use this class too: they were already green-accent in light (via `Color.Secondary``Light.Secondary`), so folding them in keeps light pixel-identical while fixing the dark over-image glyphs — they are not actually theme-divergent. The one genuinely theme-divergent affordance (the gas-lamp toggle = inherited nav text in light) does **not** use this class — it keeps a narrow dark-only rule. **Add new green-accent icon affordances by applying this class, not by spawning a new dark override.**
Two reasons this is needed and why it's a class, not a palette colour: (1) no MudBlazor `Color` enum is green in both themes (`Dark.Secondary` is off-white), so palette-only solutions can't express "green in both"; (2) MudBlazor stamps the standalone rule `.mud-secondary-text { color: …secondary !important }` (0,1,0) on the glyph `<svg>`, so wrapper-level overrides never reach it — the reusable rule targets `.dd-accent-icon .mud-icon-button .mud-icon-root` (0,3,0) `!important`, which beats it on specificity alone; source order is not load-bearing for the glyph clause. The Session/Mix release-detail hero Share/Play glyphs use this class too: they were already green-accent in light (via `Color.Secondary``Light.Secondary`), so folding them in keeps light pixel-identical while fixing the dark over-image glyphs — they are not actually theme-divergent. **Add new green-accent icon affordances by applying this class, not by spawning a new dark override.**
**Self-themed components are authoritative over `.dd-accent-icon`.** `PlayStateIcon` owns its glyph colour inside `.icon-container` and must beat a surrounding `.dd-accent-icon` in dark — its scoped CSS rule targets `.mud-icon-root` at (0,4,0) `!important` (after Blazor's scope attribute is applied), which outranks the consolidation rule's (0,3,0) `!important`. Do not wrap a `PlayStateIcon` in `.dd-accent-icon` expecting to recolor its play-chip glyph — the play chip always shows navy (`--deepdrft-play-glyph`) against the moss-green chip in dark.
**Gas-lamp toggle is self-colored in its SVG.** `DDIcons.GasLampLit` (dark-mode icon) carries `fill="#2A5C4F"` directly on its frame path — no CSS colour override is needed. The former dark nav rule (`.deepdrft-theme-dark .dd-nav-actions .mud-icon-button`) has been removed as dead. `DDIcons.GasLamp` (light-mode icon) continues to use `currentColor` and inherits nav text colour in light (the unlit toggle is theme-divergent by design).
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