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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@@ -15,9 +15,14 @@
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import { describe, expect, test } from "vitest";
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import { FOG_COLOR, fogPaintOps } from "../src/map/render";
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import { fogPaintOps } from "../src/map/render";
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import { DARK_THEME } from "../src/map/world";
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const BG_COLOR = 0x0a0e1a;
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// The fog colour now lives on the theme; the renderer passes
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// `theme.fog` to `fogPaintOps`. These ops tests pin the pure
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// projection, so they reference the dark palette's value directly.
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const FOG_COLOR = DARK_THEME.fog;
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const BG_COLOR = DARK_THEME.background;
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const WORLD = { width: 1000, height: 800 };
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describe("fogPaintOps — no-wrap mode", () => {
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