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galaxy-game/ui/docs
Ilia Denisov f6e4a4f6bd
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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>
2026-05-24 08:49:37 +02:00
..
2026-05-07 07:18:55 +02:00

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 ViewState placeholder, 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 KeyStore and Cache abstractions and their web (IndexedDB) implementations.
  • game-state.md — decoding the FlatBuffers report into GameReport and the GameState / 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/core to core.wasm with 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

Tools & inspectors

Combat & comms

Localisation

  • i18n.md — the localisation mechanism and translation bundles.