style: Phase 18 Wave 2 — appbar navy, dark hero legibility, true page ground, green-on-green play chip

This commit is contained in:
daniel-c-harvey
2026-06-19 20:32:21 -04:00
parent 0f7088fe86
commit fcc95b9195
6 changed files with 44 additions and 11 deletions
@@ -44,10 +44,10 @@
/* PLAYER-BAR play-chip override (Phase 18, T3). PlayStateIcon's chip defaults to the solid
--deepdrft-play-chip (moss-green in dark) used on release heroes and Cut track rows. On the
bright player dock that solid green reads too hot, so here — and only here — swap to the
translucent --deepdrft-play-chip-soft (same green, much less opaque). The glyph stays the
palette green/primary on this context (the navy default-glyph would vanish on the translucent
wash), so we let MudIconButton's own Color.Primary stand by neutralising the default override. */
player dock that solid green reads too hot, so here — and only here — swap to the
translucent --deepdrft-play-chip-soft (same green, much less opaque).
The glyph stays --mud-palette-primary (green on the soft translucent wash), giving the
preferred green-on-green look on the player bar in dark mode. */
::deep .player-surface .icon-container {
background-color: var(--deepdrft-play-chip-soft);
}
@@ -81,3 +81,18 @@
align-items: stretch;
}
}
/* Dark-mode text overrides (Phase 18, Correction B).
Light mode is pixel-identical — no changes to the rules above.
In dark, the navy page ground makes --deepdrft-navy text invisible; invert to light tokens. */
:global(.deepdrft-theme-dark) .hero-title {
color: var(--deepdrft-page-text);
}
:global(.deepdrft-theme-dark) .hero-title em {
color: var(--deepdrft-green-accent);
}
:global(.deepdrft-theme-dark) .hero-desc {
color: var(--deepdrft-page-text);
}