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).
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@@ -68,6 +68,28 @@
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--gradient-warm: var(--deepdrft-green);
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--gradient-light: var(--deepdrft-green-accent);
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/* Theme-aware page-surface family (Phase 18). The "neutral page surface" concept:
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sections that were hardcoded to --deepdrft-white because the site was light-only.
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Light values reproduce today's look exactly; the .deepdrft-theme-dark block below
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inverts them onto the navy ground so neutral sections dissolve into one dark field. */
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--deepdrft-page-surface: var(--deepdrft-white);
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--deepdrft-page-text: var(--deepdrft-navy);
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--deepdrft-page-text-muted: var(--deepdrft-muted);
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/* Play-chip family (Phase 18). PlayStateIcon's chip is shared across release heroes,
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Cut track rows, and the player bar. Light keeps the current soft-grey chip + glyph;
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dark turns the chip moss-green with a navy glyph. The -soft variant is the player-bar
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override (same green, much less opaque). */
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--deepdrft-play-chip: var(--deepdrft-soft);
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--deepdrft-play-glyph: var(--deepdrft-navy);
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--deepdrft-play-chip-soft: var(--deepdrft-soft);
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/* Popover surface (Phase 18). Default MudBlazor popovers (selects/menus/tooltips/share
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body) bind this. Light is a soft desaturated-navy wash so they read as a calm light
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surface; dark uses the existing panel-ground charcoal. Bespoke dark-glass panels
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(visualizer/queue/privacy) do NOT bind this — they keep --deepdrft-panel-ground directly. */
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--deepdrft-popover-surface: color-mix(in srgb, var(--deepdrft-navy) 8%, var(--deepdrft-white));
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/* Legacy font aliases retired in Phase 0.1 — all consumers now use --deepdrft-font-*.
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Palette aliases (--deepdrft-primary, --theme-*, etc.) remain; they still have
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consumers and are scheduled for retirement in Phase 0.3/0.4. */
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@@ -108,4 +130,25 @@
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--gradient-accent: var(--deepdrft-green-accent);
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--gradient-warm: var(--deepdrft-green);
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--gradient-light: var(--deepdrft-green-light);
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/* Theme-aware page-surface family (Phase 18) — inverted onto the navy ground.
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OQ#1 resolved: GROUND (--deepdrft-navy), so neutral sections (Home hero-left,
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medium grid, footer, About light sections) dissolve into the site background as
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one continuous dark field rather than reading as raised panels. */
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--deepdrft-page-surface: var(--deepdrft-navy);
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--deepdrft-page-text: var(--deepdrft-white);
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/* Lift muted text toward white so eyebrows/sub-text stay legible on the dark ground. */
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--deepdrft-page-text-muted: color-mix(in srgb, var(--deepdrft-muted) 70%, var(--deepdrft-white));
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/* Play-chip family (Phase 18) — moss-green chip, navy glyph. The -soft variant is the
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player-bar override: same green, much less opaque (translucent wash over the navy dock). */
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--deepdrft-play-chip: var(--deepdrft-green-accent);
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--deepdrft-play-glyph: var(--deepdrft-navy);
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--deepdrft-play-chip-soft: color-mix(in srgb, var(--deepdrft-green-accent) 30%, transparent);
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/* Popover surface (Phase 18). Symptom #1 is a LIGHT-mode complaint and the acceptance bar
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requires dark popovers to stay unchanged, so dark binds the exact current MudBlazor dark
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Surface (#162437, DeepDrftPalettes.Dark.Surface) — NOT §3's suggested panel-ground (#1a1c22),
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which would have shifted dark popovers a shade. Pixel-identical dark; only light is retoned. */
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--deepdrft-popover-surface: #162437;
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}
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