feat(ui): F8-05 — game-mode chrome cleanup + inspector compact rows (#48)
Tests · UI / test (push) Waiting to run
Tests · UI / test (pull_request) Waiting to run

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
@@ -1,191 +0,0 @@
<!--
Account-menu popover with Account / Settings / Sessions / Theme /
Language / Logout. Phase 10 only wires Language (via the existing
i18n primitive) and Logout (`session.signOut("user")`); the rest are
stub buttons that later phases (35 polish, dedicated phases for
Sessions and Theme) take over.
-->
<script lang="ts">
import { onMount } from "svelte";
import {
i18n,
SUPPORTED_LOCALES,
type Locale,
type TranslationKey,
} from "$lib/i18n/index.svelte";
import { session } from "$lib/session-store.svelte";
import { theme, type ThemeChoice } from "$lib/theme/theme.svelte";
import { restoreFocus } from "$lib/a11y/restore-focus";
const THEME_CHOICES: ReadonlyArray<{ id: ThemeChoice; key: TranslationKey }> = [
{ id: "system", key: "game.shell.menu.theme_system" },
{ id: "light", key: "game.shell.menu.theme_light" },
{ id: "dark", key: "game.shell.menu.theme_dark" },
];
let open = $state(false);
let rootEl: HTMLDivElement | null = $state(null);
function toggleOpen(): void {
open = !open;
}
async function logout(): Promise<void> {
open = false;
await session.signOut("user");
}
function selectLocale(event: Event): void {
const value = (event.target as HTMLSelectElement).value as Locale;
i18n.setLocale(value);
}
function selectTheme(event: Event): void {
const value = (event.target as HTMLSelectElement).value as ThemeChoice;
theme.setChoice(value);
}
function onKeyDown(event: KeyboardEvent): void {
if (event.key === "Escape" && open) {
open = false;
}
}
onMount(() => {
const handleClick = (event: MouseEvent): void => {
if (!open || rootEl === null) return;
const target = event.target;
if (target instanceof Node && rootEl.contains(target)) return;
open = false;
};
document.addEventListener("click", handleClick, true);
document.addEventListener("keydown", onKeyDown);
return () => {
document.removeEventListener("click", handleClick, true);
document.removeEventListener("keydown", onKeyDown);
};
});
</script>
<div class="account-menu" bind:this={rootEl}>
<button
type="button"
class="trigger"
data-testid="account-menu-trigger"
aria-haspopup="menu"
aria-expanded={open}
aria-label={i18n.t("game.shell.menu.account")}
onclick={toggleOpen}
>
</button>
{#if open}
<div
class="surface"
role="menu"
data-testid="account-menu-list"
use:restoreFocus
>
<button type="button" role="menuitem" data-testid="account-menu-settings" disabled>
{i18n.t("game.shell.menu.settings")}
</button>
<button type="button" role="menuitem" data-testid="account-menu-sessions" disabled>
{i18n.t("game.shell.menu.sessions")}
</button>
<label class="field" data-testid="account-menu-theme">
<span>{i18n.t("game.shell.menu.theme")}</span>
<select
data-testid="account-menu-theme-select"
value={theme.choice}
onchange={selectTheme}
>
{#each THEME_CHOICES as entry (entry.id)}
<option value={entry.id}>{i18n.t(entry.key)}</option>
{/each}
</select>
</label>
<label class="field" data-testid="account-menu-language">
<span>{i18n.t("game.shell.menu.language")}</span>
<select
data-testid="account-menu-language-select"
value={i18n.locale}
onchange={selectLocale}
>
{#each SUPPORTED_LOCALES as entry (entry.code)}
<option value={entry.code}>{entry.nativeName}</option>
{/each}
</select>
</label>
<button
type="button"
role="menuitem"
data-testid="account-menu-logout"
onclick={logout}
>
{i18n.t("game.shell.menu.logout")}
</button>
</div>
{/if}
</div>
<style>
.account-menu {
position: relative;
}
.trigger {
font: inherit;
font-size: 1.1rem;
padding: 0.25rem 0.6rem;
background: transparent;
color: inherit;
border: 1px solid var(--color-border);
border-radius: var(--radius-sm);
cursor: pointer;
}
.trigger:hover {
background: var(--color-surface-hover);
}
.surface {
position: absolute;
top: calc(100% + 0.25rem);
right: 0;
min-width: 12rem;
display: flex;
flex-direction: column;
background: var(--color-surface-overlay);
border: 1px solid var(--color-border);
border-radius: var(--radius-md);
box-shadow: var(--shadow-lg);
z-index: 50;
}
.surface > button,
.surface > label {
text-align: left;
font: inherit;
padding: 0.45rem 0.75rem;
background: transparent;
color: inherit;
border: 0;
cursor: pointer;
}
.surface > button:hover:not(:disabled) {
background: var(--color-surface-hover);
}
.surface > button:disabled {
opacity: 0.5;
cursor: not-allowed;
}
.field {
display: flex;
align-items: center;
gap: 0.5rem;
}
.field select {
font: inherit;
background: var(--color-surface-raised);
color: inherit;
border: 1px solid var(--color-border);
border-radius: var(--radius-sm);
padding: 0.15rem 0.35rem;
}
</style>
@@ -0,0 +1,60 @@
<!--
In-game ephemeral light/dark theme toggle. Replaces the previous account
menu in the top-right of the game shell. The persisted theme choice
(system/light/dark) lives in the lobby's profile screen; this toggle
only flips an in-memory `override` on the shared `theme` store, so the
game shell can be re-themed without touching the user's persisted
preference. The override is cleared on shell unmount (see
`game-shell.svelte`), so leaving and re-entering the game re-projects
the persisted choice.
-->
<script lang="ts">
import { i18n } from "$lib/i18n/index.svelte";
import { theme } from "$lib/theme/theme.svelte";
const next = $derived(theme.resolved === "light" ? "dark" : "light");
const label = $derived(
i18n.t(
next === "light"
? "game.shell.theme_toggle.to_light"
: "game.shell.theme_toggle.to_dark",
),
);
function toggle(): void {
theme.setOverride(next);
}
</script>
<button
type="button"
class="theme-toggle"
data-testid="game-mode-theme-toggle"
data-theme={theme.resolved}
aria-label={label}
aria-pressed={theme.resolved === "dark"}
onclick={toggle}
>
<span aria-hidden="true">{theme.resolved === "light" ? "☼" : "☾"}</span>
</button>
<style>
.theme-toggle {
min-width: 44px;
min-height: 44px;
display: inline-flex;
align-items: center;
justify-content: center;
font: inherit;
font-size: 1.1rem;
padding: 0.25rem 0.6rem;
background: transparent;
color: inherit;
border: 1px solid var(--color-border);
border-radius: var(--radius-sm);
cursor: pointer;
}
.theme-toggle:hover {
background: var(--color-surface-hover);
}
</style>
+9 -5
View File
@@ -2,9 +2,13 @@
Top header for the in-game shell. Composes the in-game ID strip
(race name @ game name) followed by the Phase 26 turn navigator (a
`← Turn N →` triplet with a popover of every turn), the view
dropdown / hamburger, and the account menu. The sidebar-toggle slot
to its left appears only on tablet viewports (7681024 px) and is
wired by `+layout.svelte`.
dropdown / hamburger, and the in-game ephemeral light/dark theme
toggle. The sidebar-toggle slot to its left appears only on tablet
viewports (7681024 px) and is wired by `+layout.svelte`.
The persisted theme choice (and the language picker, logout, etc.)
lives in the lobby — the in-game header carries only the ephemeral
toggle for quick visual flips during a session.
The race name is read from the engine's `Report.race`, the game
name from the lobby's `GameSummary.gameName`. While either piece
@@ -24,7 +28,7 @@ absent until Phase 24 wires push-event state.
type GameStateStore,
} from "$lib/game-state.svelte";
import ViewMenu from "./view-menu.svelte";
import AccountMenu from "./account-menu.svelte";
import GameModeThemeToggle from "./game-mode-theme-toggle.svelte";
import TurnNavigator from "./turn-navigator.svelte";
type Props = {
@@ -78,7 +82,7 @@ absent until Phase 24 wires push-event state.
</button>
<ViewMenu />
<AccountMenu />
<GameModeThemeToggle />
</div>
</header>