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deepdrft/DeepDrftPublic.Client/Controls/PlayStateIcon.razor.css
T

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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);
}