Front End Work
- Colors & Styles - Fonts - Small Layout Adjustments
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@@ -70,13 +70,13 @@
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<MudIcon Icon="@Icons.Material.Filled.MusicNote" Class="mr-2" />
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Our Sound
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</MudText>
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<MudChipSet T="string" Class="mb-4">
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<MudChipSet ReadOnly T="string" Class="mb-4">
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<MudChip Color="Color.Primary" Class="deepdrft-chip-spacing">House</MudChip>
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<MudChip Color="Color.Secondary" Class="deepdrft-chip-spacing">Techno</MudChip>
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<MudChip Color="Color.Tertiary" Class="deepdrft-chip-spacing">Trance</MudChip>
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<MudChip Color="Color.Info" Class="deepdrft-chip-spacing">IDM</MudChip>
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<MudChip Color="Color.Primary" Variant="Variant.Outlined" Class="deepdrft-chip-spacing">Progressive</MudChip>
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<MudChip Color="Color.Secondary" Variant="Variant.Outlined" Class="deepdrft-chip-spacing">Ambient</MudChip>
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<MudChip Color="Color.Warning" Class="deepdrft-chip-spacing">Progressive</MudChip>
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<MudChip Color="Color.Success" Class="deepdrft-chip-spacing">Ambient</MudChip>
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</MudChipSet>
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<MudText Typo="Typo.body1" Class="deepdrft-text-readable">
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From deep, driving basslines to ethereal atmospheric textures, our music explores the
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@@ -34,7 +34,7 @@ public partial class TracksView : ComponentBase
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private async Task PlayTrack(TrackEntity? track)
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{
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if (track == null) return;
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if (track == null && _selectedTrack == null || track?.Id == _selectedTrack?.Id) return;
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await AudioPlaybackEngine.LoadTrack(track);
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StateHasChanged();
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