feat(ui): F8-05 — game-mode chrome cleanup + inspector compact rows (#48)
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>
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@@ -71,13 +71,24 @@ the colour block in `tokens.css`.
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`theme.resolved` (`light` | `dark`), and `theme.setChoice(…)`. It
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persists the choice, applies `data-theme`, and — while the choice is
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`system` — follows OS theme changes via `matchMedia`.
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- The account menu (`account-menu.svelte`) exposes the picker. The
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default is `system` (it follows the OS preference); `light` / `dark`
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pin a theme.
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- The persisted picker lives in the lobby profile screen
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([`screens/profile-screen.svelte`](../frontend/src/lib/screens/profile-screen.svelte)) —
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the in-game header is intentionally light on chrome and only carries
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the volatile light/dark toggle described below. The default is
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`system` (it follows the OS preference); `light` / `dark` pin a theme.
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- On top of the persisted choice the store carries an ephemeral
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`theme.override` (`null` | `light` | `dark`). `setOverride(…)`
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short-circuits `resolved` so the in-game toggle
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([`header/game-mode-theme-toggle.svelte`](../frontend/src/lib/header/game-mode-theme-toggle.svelte))
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can flip the document theme without touching the lobby preference.
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The override lives in memory only; the game shell calls
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`theme.clearOverride()` on unmount, so leaving the game and re-entering
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it re-projects the persisted choice from lobby.
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The `app.html` guard and the store deliberately duplicate the
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resolution logic (one runs before modules load, the other after) — keep
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them in sync.
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them in sync. The ephemeral override is intentionally absent from the
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pre-paint guard: it cannot survive a reload, only an in-tab session.
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## Conventions
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@@ -126,4 +137,5 @@ battle-scene palette, both defined in code rather than as tokens), the
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overlay scrims, and the directional / deliberate drop shadows.
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The default theme is **`system`** — it follows the OS light/dark
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preference; users can pin light or dark via the account-menu picker.
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preference; users pin light or dark via the lobby profile screen, and
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flip the in-game appearance volatilely through the header theme toggle.
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