# COMPLETED.md — DeepDrftHome Archive of items that have moved out of `PLAN.md` and `CMS-PLAN.md`. Per `CONTEXT.md §6`, completed items are moved here rather than deleted. Each entry preserves the original "What / Why / Shape" body so this file reads as a decision record, not just an outcome list. Newest entries at the top. Group by phase/wave header (mirroring `PLAN.md` / `CMS-PLAN.md` themes) when there are enough entries to warrant it. --- ## Phase 18 — Theme / Dark-Mode Remediation (landed 2026-06-19) **Landed:** 2026-06-19 on dev (Wave 1 + Wave 2). - **What:** A DRY token pass resolving six theming symptoms (five in dark mode, one in light) that all traced to three root causes: neutral page surfaces bound to constant brand tokens, the play chip bound to a constant light-grey, and no theme-aware popover-surface token. Resolved as one coherent pass via a shared token layer rather than per-component patches. - **Why:** Symptom consolidation and root-cause analysis showed all six symptoms shared the same underlying structure — component CSS bypassing the theme-aware alias layer and binding constant source tokens directly. A single additive token pass in `deepdrft-tokens.css` plus targeted re-pointing of consumers fixes all six without scattering dark-mode rules. - **Shape:** - **Token foundation (`deepdrft-tokens.css`):** Three new theme-aware token families added to `DeepDrftShared.Client/wwwroot/styles/deepdrft-tokens.css`, each defined in both `:root` (light) and `.deepdrft-theme-dark` (dark): - `--deepdrft-page-surface` / `--deepdrft-page-text` / `--deepdrft-page-text-muted` — neutral page surface family. Light: `--deepdrft-white` / `--deepdrft-navy` / `--deepdrft-muted`. Dark: `var(--mud-palette-background)` (#0D1B2A, the true page ground) / `--deepdrft-white` / `color-mix(muted 70%, white)` — neutral sections dissolve into the site background as one continuous dark field rather than reading as raised panels. - `--deepdrft-play-chip` / `--deepdrft-play-glyph` / `--deepdrft-play-chip-soft` — play-chip family. Light: soft-grey chip (matching prior `--deepdrft-soft`). Dark: `--deepdrft-green-accent` chip + `--deepdrft-navy` glyph (navy-on-green for solid chips); `--deepdrft-play-chip-soft` is `color-mix(green-accent 30%, transparent)` (the player-bar translucent override). - `--deepdrft-popover-surface` — popover surface. Light: `color-mix(navy 8%, white)` soft desaturated-navy wash. Dark: `#162437` (pixel-identical to `DeepDrftPalettes.Dark.Surface` — dark popovers unchanged, only light is retoned). - **Neutral-surface inversion (T2):** `Home.razor.css`, `About.razor.css`, `DeepDrftFooter.razor.css` re-pointed from constant `--deepdrft-white`/`--deepdrft-navy` to `--deepdrft-page-surface`/`--deepdrft-page-text`. Decorative navy/green sections (`.section-dark`, `.split-left`, `.cta-banner`, hero overlays) untouched — classification encoded in which token each section binds. - **Play-chip theming (T3):** `PlayStateIcon.razor.css` `.icon-container` re-pointed to `--deepdrft-play-chip`; glyph to `--deepdrft-play-glyph`. Player-bar context overrides chip to `--deepdrft-play-chip-soft` (translucent green wash). Light-mode parity and connect-option hover also corrected. - **Popover surface (T4):** `deepdrft-styles.css` binds `--deepdrft-popover-surface` to the MudBlazor default popover surface. Bespoke dark-glass panels (`--deepdrft-panel-ground`) untouched. - **Wave 2 refinements (on top of T1–T4):** App bar background moved to navy (`#112338`) from near-black (`#0D1B2A`). Neutral page surfaces re-pointed to `var(--mud-palette-background)` (`#0D1B2A`) as the true dark ground — sections dissolve into the body background rather than reading as navy-mid raised panels (resolves Wave 1's open question in favour of ground). Dark-mode hero legibility: `DeepDrftHero.razor.css` adds `:global(.deepdrft-theme-dark)` overrides for `.hero-title` → `--deepdrft-page-text`, `.hero-title em` → `--deepdrft-green-accent`, `.hero-desc` → `--deepdrft-page-text`. Play-glyph settled on navy-on-green (solid chips) and green-on-green (player bar, via `--deepdrft-play-chip-soft`). - **Open questions resolved:** Dark neutral surface = ground (continuous field, `--mud-palette-background`) — not elevated navy-mid. Popover target: `color-mix(navy 8%, white)` in light; dark binds `#162437` (MudBlazor dark Surface) unchanged. - **Design memo:** `product-notes/theme-dark-mode-remediation.md`. --- ## Phase 17 — Player-Bar Queue View: Wave 17.3 — Fixed embed panel + iframe resize (landed 2026-06-19) **Landed:** 2026-06-19 on dev. - **What:** The Fixed (embed) mode queue panel and the OQ1 Option-A iframe resize handshake. Release embeds now render an always-shown, read-only queue panel below the player-bar controls; the Queue button collapses/expands that panel and posts the iframe's new height to the host page so the outer `