fix: scope play-glyph override to dark mode, fix connect-option hover, tokenize bio placeholder, correct popover comment

This commit is contained in:
daniel-c-harvey
2026-06-19 19:04:05 -04:00
parent 03fdcda054
commit 5408d0779c
4 changed files with 24 additions and 20 deletions
@@ -13,11 +13,13 @@
background-color: color-mix(in srgb, var(--deepdrft-play-chip), var(--deepdrft-navy-mid) 25%);
}
/* The glyph reads against the chip, not the page: in dark mode the chip is moss-green
and the MudIconButton's Color.Primary green glyph would vanish, so pin the glyph to the
theme-aware --deepdrft-play-glyph (navy on the green dark chip; unchanged in light, where
the token resolves to navy over the soft-grey chip). ::deep reaches the portaled-in-scope
MudIconButton icon, which doesn't carry this component's scope attribute. */
.icon-container ::deep .mud-icon-button {
/* In dark mode the chip is moss-green and MudIconButton's Color.Primary/Secondary green
glyph would vanish against it, so pin the glyph to --deepdrft-play-glyph (navy) in dark
only. In light mode the token also resolves to navy, but applying it there overrides
Color.Secondary (green-accent) on hero/row mounts — a visible regression. Scoping to
.deepdrft-theme-dark preserves the MudBlazor Color prop in light and fixes only dark.
::deep reaches the portaled-in-scope MudIconButton icon, which doesn't carry this
component's scope attribute. */
.deepdrft-theme-dark .icon-container ::deep .mud-icon-button {
color: var(--deepdrft-play-glyph);
}