feat(ui): F8-05 — game-mode chrome cleanup + inspector compact rows (#48)
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Drains six F8 polish items (parent #43) in one feature:

а) Chrome cleanup
- п.6 — remove the AccountMenu (settings/sessions/theme/language/logout
  ∼ rudimentary in-game) and replace it with a single icon-button
  light/dark theme toggle. The toggle flips an in-memory `theme.override`;
  game-shell unmount calls `theme.clearOverride()` so the lobby (and
  any re-entry) re-projects the persisted lobby choice.
- п.8 — remove the wrap-scrolling radio from the map gear popover. The
  per-game `wrapMode` store and the renderer's no-wrap path stay in
  place for a future engine-side topology feature; only the UI surface
  is dropped (wrap is a server-side concept, not a per-session UI
  affordance).

б) Inspector compact rows (single idiom: select + ✓ apply / ✗ cancel,
or contextual edit/remove/add)
- п.13 — planet name is now click-to-edit: clicking the name opens an
  inline `<input>` + ✓ confirm icon; Escape cancels; the explicit
  Rename action button and Cancel button are gone.
- п.14 — production becomes one row: primary `<select>` picks
  industry/materials/research/ship, conditional secondary `<select>`
  picks the target (tech / science / ship class) for research and
  ship contexts. Apply is gated until row state differs from the
  planet's current effective production; auto-submit-on-click is
  replaced by the apply-gate.
- п.16 — cargo routes collapse to one row: a single dropdown
  (COL/CAP/MAT/EMP plus a placeholder that absorbs the old section
  title) and contextual action buttons (add / edit + remove) to the
  right. After a successful pick or remove the dropdown stays on the
  type the user just acted on.
- п.32 — stationed ship groups hoist the race column into a dropdown
  above the table. The dropdown seeds with the player's own race when
  local groups are stationed here, otherwise the first race
  alphabetically; rendered only when more than one race is in orbit.
  The race column is dropped in both single- and multi-race modes —
  the dropdown's value already names the active race.

Tests: unit and Playwright e2e updated for every changed test-id and
flow; new coverage added for `theme.override`, the in-game toggle, the
apply-gate behaviour, and the stationed-race dropdown. i18n keys for
the removed menu items, the wrap radios, the cargo title, and the
explicit `rename.cancel` are dropped from both locales; new
`game.shell.theme_toggle.*`, `production.main/target.*`,
`production.apply/cancel`, `cargo.placeholder`, and
`ship_groups.race_filter.aria` keys land.

Docs synced: `docs/FUNCTIONAL.md` §6.7 + `docs/FUNCTIONAL_ru.md`
mirror drop the torus / no-wrap radio mention; `ui/docs/design-system.md`
documents the lobby-owned persisted picker + the in-game ephemeral
override channel.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-27 13:38:42 +02:00
parent 2901ecb21b
commit 4a23c357e5
30 changed files with 1173 additions and 1032 deletions
+17 -5
View File
@@ -71,13 +71,24 @@ the colour block in `tokens.css`.
`theme.resolved` (`light` | `dark`), and `theme.setChoice(…)`. It
persists the choice, applies `data-theme`, and — while the choice is
`system` — follows OS theme changes via `matchMedia`.
- The account menu (`account-menu.svelte`) exposes the picker. The
default is `system` (it follows the OS preference); `light` / `dark`
pin a theme.
- The persisted picker lives in the lobby profile screen
([`screens/profile-screen.svelte`](../frontend/src/lib/screens/profile-screen.svelte)) —
the in-game header is intentionally light on chrome and only carries
the volatile light/dark toggle described below. The default is
`system` (it follows the OS preference); `light` / `dark` pin a theme.
- On top of the persisted choice the store carries an ephemeral
`theme.override` (`null` | `light` | `dark`). `setOverride(…)`
short-circuits `resolved` so the in-game toggle
([`header/game-mode-theme-toggle.svelte`](../frontend/src/lib/header/game-mode-theme-toggle.svelte))
can flip the document theme without touching the lobby preference.
The override lives in memory only; the game shell calls
`theme.clearOverride()` on unmount, so leaving the game and re-entering
it re-projects the persisted choice from lobby.
The `app.html` guard and the store deliberately duplicate the
resolution logic (one runs before modules load, the other after) — keep
them in sync.
them in sync. The ephemeral override is intentionally absent from the
pre-paint guard: it cannot survive a reload, only an in-tab session.
## Conventions
@@ -126,4 +137,5 @@ battle-scene palette, both defined in code rather than as tokens), the
overlay scrims, and the directional / deliberate drop shadows.
The default theme is **`system`** — it follows the OS light/dark
preference; users can pin light or dark via the account-menu picker.
preference; users pin light or dark via the lobby profile screen, and
flip the in-game appearance volatilely through the header theme toggle.