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daniel-c-harvey 4410132409 docs: correct PlayStateIcon compiled-selector specificity tuple (0,4,0) to (0,5,0)
The [b-xxx] Blazor scope attribute is a fifth class/attribute simple selector; the prior count dropped it.
2026-06-20 03:06:59 -04:00

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CSS

.icon-container {
display: flex;
justify-content: center;
align-content: center;
background-color: var(--deepdrft-play-chip);
border-radius: 50%;
height: 60px;
width: 60px;
transition: background-color 1s ease-in-out;
}
.icon-container:hover {
background-color: color-mix(in srgb, var(--deepdrft-play-chip), var(--deepdrft-navy-mid) 25%);
}
/* 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);
}
/* PlayStateIcon is authoritative over its own glyph colour — a surrounding .dd-accent-icon
must NOT recolor the play-chip glyph in dark. The consolidation rule is:
.dd-accent-icon .mud-icon-button .mud-icon-root (0,3,0) !important
After Blazor scoped-CSS compilation this rule becomes:
.deepdrft-theme-dark .icon-container[b-xxx] .mud-icon-button .mud-icon-root (0,5,0) !important
(0,5,0) beats (0,3,0) — wins on specificity; !important parity is irrelevant.
Dark only: light already renders the navy glyph via the MudBlazor Color prop. */
.deepdrft-theme-dark .icon-container ::deep .mud-icon-button .mud-icon-root {
color: var(--deepdrft-play-glyph) !important;
}