feat(ui): map canvas follows light/dark theme; fix invisible gear control
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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>
This commit is contained in:
Ilia Denisov
2026-05-24 08:49:37 +02:00
parent d44ad9b6eb
commit f6e4a4f6bd
27 changed files with 631 additions and 230 deletions
+106 -3
View File
@@ -130,19 +130,122 @@ export class World {
}
}
// Theme carries the default colours used when a primitive's `style`
// leaves a colour unset. Phase 9 ships a single dark theme; runtime
// theme switching is deferred to Phase 35.
// Theme is the renderer's colour palette. It carries both the generic
// fallbacks used when a primitive's `style` omits a colour and the
// semantic colours every primitive builder paints with (planets, ship
// groups, cargo routes, battle / bombing markers, reach + selection
// rings, pending-Send tracks, and the pick-mode overlay). Two concrete
// palettes are shipped — `DARK_THEME` and `LIGHT_THEME` — and the map
// view selects between them from the resolved app theme
// (`$lib/theme/theme.svelte.ts`), so the canvas follows the user's
// light / dark choice like the rest of the chrome.
//
// Only colours live here: per-primitive alphas, widths, and radii are
// emphasis / geometry, not theme, and stay as constants in the builder
// modules. The light palette mirrors the dark one role-for-role but
// darkens / saturates each hue so it reads against a light background;
// the incoming-group, battle, and bombing accents stay deliberately
// vivid in both palettes.
export interface Theme {
// Canvas background and the visibility-fog veil drawn over
// unscanned hyperspace.
background: number;
fog: number;
// Generic fallbacks for primitives whose `style` omits a colour.
pointFill: number;
circleStroke: number;
lineStroke: number;
// Planet glyphs, one colour per `ReportPlanet.kind`.
planetLocal: number;
planetOther: number;
planetUninhabited: number;
planetUnidentified: number;
// Ship groups. The in-space track reuses `shipLocal` and the
// incoming trajectory line reuses `shipIncoming`.
shipLocal: number;
shipOther: number;
shipIncoming: number;
shipUnidentified: number;
// Cargo-route arrows, one colour per load type.
routeCol: number;
routeCap: number;
routeMat: number;
routeEmp: number;
// Battle X-crosses and bombing rings (damaged vs wiped).
battleMarker: number;
bombingDamaged: number;
bombingWiped: number;
// Reach rings, the selected-planet ring, and pending-Send tracks.
reachCircle: number;
selectionRing: number;
pendingSend: number;
// Pick-mode overlay: the anchor / cursor-line / hover highlight
// colour and the multiply tint applied to non-reachable primitives.
pickHighlight: number;
pickDimTint: number;
}
export const DARK_THEME: Theme = {
background: 0x0a0e1a,
fog: 0x12162a,
pointFill: 0xe8eaf6,
circleStroke: 0x4fc3f7,
lineStroke: 0xa5d6a7,
planetLocal: 0x6dd2ff,
planetOther: 0xff8a65,
planetUninhabited: 0xb0bec5,
planetUnidentified: 0x546e7a,
shipLocal: 0xfff176,
shipOther: 0xff6f40,
shipIncoming: 0xff5252,
shipUnidentified: 0x9aa3a8,
routeCol: 0x4fc3f7,
routeCap: 0xffb74d,
routeMat: 0x81c784,
routeEmp: 0x90a4ae,
battleMarker: 0xffd400,
bombingDamaged: 0xffd400,
bombingWiped: 0xff3030,
reachCircle: 0x6d8cff,
selectionRing: 0x6d8cff,
pendingSend: 0x66bb6a,
pickHighlight: 0xffe082,
pickDimTint: 0x303841,
};
// LIGHT_THEME mirrors DARK_THEME role-for-role. The background matches
// the app's light shell background (`--color-bg` in `tokens.css`) so
// the canvas blends into the surrounding chrome instead of reading as a
// dark rectangle; the fog is a faint darkening over the lighter base.
// Hues are darkened / saturated relative to the dark palette so small
// glyphs and thin strokes stay legible on a light surface, while the
// incoming (red), battle (amber), and bombing (amber / red) accents are
// kept vivid. Values are a first pass meant to be refined during the
// owner's F8 manual-QA loop.
export const LIGHT_THEME: Theme = {
background: 0xf3f5fb,
fog: 0xe2e7f1,
pointFill: 0x1a2138,
circleStroke: 0x1565c0,
lineStroke: 0x2e7d32,
planetLocal: 0x1565c0,
planetOther: 0xe64a19,
planetUninhabited: 0x78909c,
planetUnidentified: 0x90a4ae,
shipLocal: 0xc79100,
shipOther: 0xd84315,
shipIncoming: 0xd50000,
shipUnidentified: 0x607d8b,
routeCol: 0x0288d1,
routeCap: 0xef6c00,
routeMat: 0x2e7d32,
routeEmp: 0x607d8b,
battleMarker: 0xf57f17,
bombingDamaged: 0xf57f17,
bombingWiped: 0xc62828,
reachCircle: 0x3949ab,
selectionRing: 0x3949ab,
pendingSend: 0x388e3c,
pickHighlight: 0xef6c00,
pickDimTint: 0xaeb6c4,
};