style: Phase 18 Wave 2 — appbar navy, dark hero legibility, true page ground, green-on-green play chip
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@@ -44,10 +44,10 @@
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/* PLAYER-BAR play-chip override (Phase 18, T3). PlayStateIcon's chip defaults to the solid
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--deepdrft-play-chip (moss-green in dark) used on release heroes and Cut track rows. On the
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bright player dock that solid green reads too hot, so here — and only here — swap to the
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translucent --deepdrft-play-chip-soft (same green, much less opaque). The glyph stays the
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palette green/primary on this context (the navy default-glyph would vanish on the translucent
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wash), so we let MudIconButton's own Color.Primary stand by neutralising the default override. */
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player dock that solid green reads too hot, so here — and only here — swap to the
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translucent --deepdrft-play-chip-soft (same green, much less opaque).
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The glyph stays --mud-palette-primary (green on the soft translucent wash), giving the
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preferred green-on-green look on the player bar in dark mode. */
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::deep .player-surface .icon-container {
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background-color: var(--deepdrft-play-chip-soft);
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}
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@@ -81,3 +81,18 @@
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align-items: stretch;
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}
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}
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/* Dark-mode text overrides (Phase 18, Correction B).
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Light mode is pixel-identical — no changes to the rules above.
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In dark, the navy page ground makes --deepdrft-navy text invisible; invert to light tokens. */
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:global(.deepdrft-theme-dark) .hero-title {
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color: var(--deepdrft-page-text);
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}
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:global(.deepdrft-theme-dark) .hero-title em {
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color: var(--deepdrft-green-accent);
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}
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:global(.deepdrft-theme-dark) .hero-desc {
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color: var(--deepdrft-page-text);
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}
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