style: theme-aware token pass for dark-mode surfaces (Phase 18)

Re-point neutral page surfaces, play-chip, and default popover from constant brand tokens to theme-aware aliases defined twice in deepdrft-tokens.css. Decorative navy/green sections and bespoke dark-glass panels untouched. Appbar-navy symptom deferred (palette C#, out of CSS scope).
This commit is contained in:
daniel-c-harvey
2026-06-19 18:12:35 -04:00
parent fd4fdd2624
commit 03fdcda054
7 changed files with 123 additions and 40 deletions
@@ -42,6 +42,20 @@
right: 0.5rem;
}
/* PLAYER-BAR play-chip override (Phase 18, T3). PlayStateIcon's chip defaults to the solid
--deepdrft-play-chip (moss-green in dark) used on release heroes and Cut track rows. On the
bright player dock that solid green reads too hot, so here — and only here — swap to the
translucent --deepdrft-play-chip-soft (same green, much less opaque). The glyph stays the
palette green/primary on this context (the navy default-glyph would vanish on the translucent
wash), so we let MudIconButton's own Color.Primary stand by neutralising the default override. */
::deep .player-surface .icon-container {
background-color: var(--deepdrft-play-chip-soft);
}
::deep .player-surface .icon-container .mud-icon-button {
color: var(--mud-palette-primary);
}
/* Minimized floating dock — positioning + hover only; colour from MudFab */
.minimized-dock {
position: fixed;