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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@@ -15,14 +15,7 @@
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import type { GameReport, ReportPlanet } from "../api/game-state";
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import type { OrderCommand } from "../sync/order-types";
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import { torusShortestDelta } from "./math";
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import type { LinePrim, PrimitiveID, Style } from "./world";
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const STYLE_PENDING_SEND_LINE: Style = {
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strokeColor: 0x66bb6a,
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strokeAlpha: 0.85,
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strokeWidthPx: 1,
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strokeDashPx: 4,
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};
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import { DARK_THEME, type LinePrim, type PrimitiveID, type Style, type Theme } from "./world";
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// Sit between cargo-route arrows (5..8) and ship-group points (5..)
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// in priority. The line never participates in hit-test (hitSlopPx=0)
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@@ -50,15 +43,24 @@ export const PENDING_SEND_LINE_ID_PREFIX = 0xa0000000;
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* The function is pure — it walks the supplied arrays and returns
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* a new primitive list. Callers combine the result with cargo-
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* route lines and feed both into `handle.setExtraPrimitives`.
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*
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* `theme` supplies the dashed-line colour and defaults to `DARK_THEME`.
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*/
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export function buildPendingSendLines(
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report: GameReport,
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commands: readonly OrderCommand[],
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statuses: Readonly<Record<string, string>>,
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opts?: { skipPlanets?: ReadonlySet<number> },
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theme: Theme = DARK_THEME,
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): LinePrim[] {
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if (commands.length === 0) return [];
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const skip = opts?.skipPlanets;
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const style: Style = {
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strokeColor: theme.pendingSend,
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strokeAlpha: 0.85,
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strokeWidthPx: 1,
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strokeDashPx: 4,
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};
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const planetById = new Map<number, ReportPlanet>();
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for (const planet of report.planets) {
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planetById.set(planet.number, planet);
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@@ -93,7 +95,7 @@ export function buildPendingSendLines(
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kind: "line",
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id: pendingSendLineId(serial),
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priority: PRIORITY_PENDING_SEND_LINE,
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style: STYLE_PENDING_SEND_LINE,
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style,
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hitSlopPx: 0,
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x1: source.x,
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y1: source.y,
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