f6e4a4f6bd
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>
UI client — topic docs
Deeper, topic-based documentation for the Galaxy web/cross-platform UI
client, beyond what fits in ../README.md. Each file
describes how one area works (current state); the staged build history
lives in ../PLAN.md, the active web finalization in
../PLAN-finalize.md, and deferred work in
../ROADMAP.md.
Foundation & platform
- design-system.md — the design tokens (colour / spacing / typography), the light/dark theming mechanism, and the component migration conventions.
- a11y.md — the WCAG 2.2 AA approach: axe + keyboard test gates, the shared a11y primitives, coverage by area, and the map-canvas alternative.
- error-state-ux.md — the central error surface
(taxonomy → translated/actionable messages), the shared
ViewStateplaceholder, the selected-planet ring, and bottom-sheet dismissal. - navigation.md — routes, the sidebar tabs, and the state-preservation rules across view/tab switches.
- storage.md — the
KeyStoreandCacheabstractions and their web (IndexedDB) implementations. - game-state.md — decoding the FlatBuffers report into
GameReportand theGameState/ rendered-report stores. - sync-protocol.md — order-draft sync, turn cutoff, conflict handling, and auto-pause.
- events.md — the signed push channel and event handling.
- calc-bridge.md — the
pkg/calc→ WASM → TypeScript bridge, with the live function surface and parity rules. - wasm-toolchain.md — building
ui/coretocore.wasmwith TinyGo. - pwa-strategy.md — the installable/offline PWA: the native service worker, manifest, icons, and the Playwright PWA gate.
- testing.md — the UI test layers (Vitest + Playwright).
Auth & lobby
- auth-flow.md — device keypair, email-code login, and request signing on the client.
- lobby.md — the lobby/game-list UI and membership flows.
Map & active views
- renderer.md — the PixiJS map renderer contract (world model, hit-test, torus / no-wrap).
- order-composer.md — the order tab and the optimistic order overlay.
- report-view.md — the Reports view.
Tools & inspectors
- calculator-ux.md — the ship-class calculator (design + goal-seek + planet build + reach circles + modernization).
- science-designer-ux.md — the science designer.
- ship-group-actions.md — ship-group inspector actions (move, send, upgrade, …).
- cargo-routes-ux.md — cargo-route composition and reach filtering.
Combat & comms
- battle-viewer-ux.md — the battle viewer.
- diplomail-ui.md — the diplomatic-mail view.
Localisation
- i18n.md — the localisation mechanism and translation bundles.