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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@@ -10,6 +10,13 @@
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* `data-theme` from the same `localStorage` key before the app boots;
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* this store mirrors that logic and takes over once mounted, including
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* reacting to OS theme changes while the choice is `system`.
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*
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* On top of the persisted choice the store carries an ephemeral
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* `override` channel: while non-null it short-circuits `resolved` so the
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* in-game light/dark toggle can flip the document theme without touching
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* the lobby-side preference. The override lives in memory only — leaving
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* the game shell (or any other consumer calling `clearOverride()`)
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* re-projects the persisted choice.
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*/
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/** A user's theme preference; `system` follows the OS setting. */
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@@ -45,6 +52,7 @@ function systemTheme(): ResolvedTheme {
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class ThemeStore {
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#choice = $state<ThemeChoice>(readStoredChoice());
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#system = $state<ResolvedTheme>(systemTheme());
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#override = $state<ResolvedTheme | null>(null);
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constructor() {
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if (
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@@ -55,7 +63,9 @@ class ThemeStore {
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.matchMedia(SYSTEM_LIGHT_QUERY)
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.addEventListener("change", (event: MediaQueryListEvent) => {
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this.#system = event.matches ? "light" : "dark";
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if (this.#choice === "system") this.#apply();
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if (this.#choice === "system" && this.#override === null) {
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this.#apply();
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}
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});
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}
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this.#apply();
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@@ -66,8 +76,17 @@ class ThemeStore {
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return this.#choice;
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}
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/**
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* The current ephemeral override (set by the in-game toggle) or
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* `null` when no override is active.
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*/
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get override(): ResolvedTheme | null {
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return this.#override;
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}
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/** The concrete theme currently applied to the document. */
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get resolved(): ResolvedTheme {
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if (this.#override !== null) return this.#override;
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return this.#choice === "system" ? this.#system : this.#choice;
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}
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@@ -80,6 +99,26 @@ class ThemeStore {
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this.#apply();
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}
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/**
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* Set the ephemeral override. The override is not persisted; it lives
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* until `clearOverride()` (or another `setOverride` call) replaces it.
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*/
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setOverride(value: ResolvedTheme): void {
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this.#override = value;
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this.#apply();
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}
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/**
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* Drop the ephemeral override so the document re-projects the
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* persisted preference. Cheap to call on every game-shell unmount —
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* a no-op when no override was set.
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*/
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clearOverride(): void {
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if (this.#override === null) return;
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this.#override = null;
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this.#apply();
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}
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#apply(): void {
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if (typeof document !== "undefined") {
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document.documentElement.dataset.theme = this.resolved;
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