feat(ui): map canvas follows light/dark theme; fix invisible gear control
The map view now selects a DARK_THEME or LIGHT_THEME palette from the resolved app theme and threads it through every primitive builder, so the canvas, planets, ship groups, cargo routes, battle/bombing markers, fog, reach + selection rings, pending-Send tracks, and the pick overlay all switch with the rest of the chrome. A theme flip remounts the renderer preserving the camera — Pixi bakes the background at init and every primitive bakes its colour at build, so a live re-tint is not possible on the same instance. This also fixes the reported bug: the gear-popover trigger and the loading overlay hardcoded a dark navy background, so in light theme the gear was invisible (dark icon on dark chip) until hover flipped it to a white chip. Both now use the --color-surface-overlay token and read correctly in both themes. The light palette mirrors the dark one role-for-role, darkened / saturated for contrast on a light background while keeping the incoming, battle, and bombing accents vivid. The values are a first pass meant to be refined during the F8 manual-QA loop. Removes the now-dead "Phase 35" references from the code and lifts the map-recoloring prohibition from the design-system / renderer docs; the battle scene stays a fixed-palette data-viz surface. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -17,18 +17,16 @@
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// same `world` / `hitLookup` plumbing as planets and ship groups.
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import type { GameReport, ReportPlanet } from "../api/game-state";
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import type {
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CirclePrim,
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LinePrim,
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Primitive,
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PrimitiveID,
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Style,
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import {
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DARK_THEME,
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type CirclePrim,
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type LinePrim,
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type Primitive,
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type PrimitiveID,
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type Style,
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type Theme,
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} from "./world";
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export const BATTLE_MARKER_COLOR = 0xffd400;
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export const BOMBING_MARKER_COLOR_DAMAGED = 0xffd400;
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export const BOMBING_MARKER_COLOR_WIPED = 0xff3030;
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/** Battle and bombing marker primitive ids use a high-bit prefix to
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* avoid colliding with planet numbers or cargo-route line ids. */
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export const BATTLE_MARKER_ID_PREFIX = 0xa0000000;
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@@ -102,6 +100,7 @@ export function battleMarkerStrokeWidth(shots: number): number {
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*/
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export function buildBattleAndBombingMarkers(
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report: GameReport,
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theme: Theme = DARK_THEME,
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): BuildMarkersResult {
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const planetByNumber = new Map<number, ReportPlanet>();
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for (const planet of report.planets) {
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@@ -127,7 +126,7 @@ export function buildBattleAndBombingMarkers(
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if (planet === undefined) continue;
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const strokeWidthPx = battleMarkerStrokeWidth(battle.shots);
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const style: Style = {
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strokeColor: BATTLE_MARKER_COLOR,
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strokeColor: theme.battleMarker,
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strokeAlpha: 0.95,
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strokeWidthPx,
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};
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@@ -172,9 +171,7 @@ export function buildBattleAndBombingMarkers(
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const bombing = report.bombings[i];
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const planet = planetByNumber.get(bombing.planetNumber);
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if (planet === undefined) continue;
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const color = bombing.wiped
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? BOMBING_MARKER_COLOR_WIPED
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: BOMBING_MARKER_COLOR_DAMAGED;
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const color = bombing.wiped ? theme.bombingWiped : theme.bombingDamaged;
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const style: Style = {
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strokeColor: color,
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strokeAlpha: 0.9,
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