docs: correct specificity arithmetic and spinner-clause accuracy in .dd-accent-icon comments
Glyph rule is (0,3,0) > (0,1,0) — beats .mud-secondary-text on specificity, not source order. ReleaseHeroOverlay spinner comment now distinguishes dead glyph clauses from the live spinner clause that produced the intentional light delta.
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@@ -144,7 +144,7 @@ Component state lives in ViewModels (registered scoped in DI). Components render
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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).
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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 `.mud-secondary-text { color: …secondary !important }` on the glyph `<svg>`, so wrapper-level overrides never reach it — the reusable rule targets `.dd-accent-icon .mud-icon-button .mud-icon-root` (specificity 0,3,0 + `!important`) to beat it. 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.**
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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.**
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## Development commands
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@@ -153,8 +153,11 @@
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/* The play/share glyphs are coloured by the shared .dd-accent-icon treatment (green-accent in
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both themes) applied on .release-hero-play / .release-hero-share in ReleaseHeroOverlay.razor —
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see deepdrft-styles.css. No co-located colour rule here: a wrapper-level override could not
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reach the .mud-secondary-text !important glyph anyway. */
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see deepdrft-styles.css. No co-located colour rule here: the former white override was removed
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because its glyph clauses (.mud-icon-button .mud-icon-root) could not reach the
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.mud-secondary-text !important glyph at wrapper specificity, and its spinner clause
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(.mud-progress-circular) was live but is now correctly covered by .dd-accent-icon —
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making the spinner green-accent (was white) in light mode, the one intentional light delta. */
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@media (max-width: 599.98px) {
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.release-hero {
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