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galaxy-game/ui/frontend/src/lib/theme/theme.svelte.ts
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Ilia Denisov 4a23c357e5
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feat(ui): F8-05 — game-mode chrome cleanup + inspector compact rows (#48)
Drains six F8 polish items (parent #43) in one feature:

а) Chrome cleanup
- п.6 — remove the AccountMenu (settings/sessions/theme/language/logout
  ∼ rudimentary in-game) and replace it with a single icon-button
  light/dark theme toggle. The toggle flips an in-memory `theme.override`;
  game-shell unmount calls `theme.clearOverride()` so the lobby (and
  any re-entry) re-projects the persisted lobby choice.
- п.8 — remove the wrap-scrolling radio from the map gear popover. The
  per-game `wrapMode` store and the renderer's no-wrap path stay in
  place for a future engine-side topology feature; only the UI surface
  is dropped (wrap is a server-side concept, not a per-session UI
  affordance).

б) Inspector compact rows (single idiom: select + ✓ apply / ✗ cancel,
or contextual edit/remove/add)
- п.13 — planet name is now click-to-edit: clicking the name opens an
  inline `<input>` + ✓ confirm icon; Escape cancels; the explicit
  Rename action button and Cancel button are gone.
- п.14 — production becomes one row: primary `<select>` picks
  industry/materials/research/ship, conditional secondary `<select>`
  picks the target (tech / science / ship class) for research and
  ship contexts. Apply is gated until row state differs from the
  planet's current effective production; auto-submit-on-click is
  replaced by the apply-gate.
- п.16 — cargo routes collapse to one row: a single dropdown
  (COL/CAP/MAT/EMP plus a placeholder that absorbs the old section
  title) and contextual action buttons (add / edit + remove) to the
  right. After a successful pick or remove the dropdown stays on the
  type the user just acted on.
- п.32 — stationed ship groups hoist the race column into a dropdown
  above the table. The dropdown seeds with the player's own race when
  local groups are stationed here, otherwise the first race
  alphabetically; rendered only when more than one race is in orbit.
  The race column is dropped in both single- and multi-race modes —
  the dropdown's value already names the active race.

Tests: unit and Playwright e2e updated for every changed test-id and
flow; new coverage added for `theme.override`, the in-game toggle, the
apply-gate behaviour, and the stationed-race dropdown. i18n keys for
the removed menu items, the wrap radios, the cargo title, and the
explicit `rename.cancel` are dropped from both locales; new
`game.shell.theme_toggle.*`, `production.main/target.*`,
`production.apply/cancel`, `cargo.placeholder`, and
`ship_groups.race_filter.aria` keys land.

Docs synced: `docs/FUNCTIONAL.md` §6.7 + `docs/FUNCTIONAL_ru.md`
mirror drop the torus / no-wrap radio mention; `ui/docs/design-system.md`
documents the lobby-owned persisted picker + the in-game ephemeral
override channel.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 13:38:42 +02:00

131 lines
4.0 KiB
TypeScript

/**
* Theme selection store.
*
* Holds the user's theme choice (system / light / dark), resolves it to a
* concrete light-or-dark theme, persists the choice to `localStorage`,
* and writes the resolved theme to `data-theme` on the document root so
* the token overrides in `tokens.css` take effect.
*
* First paint is handled by the inline guard in `app.html`, which sets
* `data-theme` from the same `localStorage` key before the app boots;
* this store mirrors that logic and takes over once mounted, including
* reacting to OS theme changes while the choice is `system`.
*
* On top of the persisted choice the store carries an ephemeral
* `override` channel: while non-null it short-circuits `resolved` so the
* in-game light/dark toggle can flip the document theme without touching
* the lobby-side preference. The override lives in memory only — leaving
* the game shell (or any other consumer calling `clearOverride()`)
* re-projects the persisted choice.
*/
/** A user's theme preference; `system` follows the OS setting. */
export type ThemeChoice = "system" | "light" | "dark";
/** A concrete theme actually applied to the document. */
export type ResolvedTheme = "light" | "dark";
/** `localStorage` key shared with the pre-paint guard in `app.html`. */
export const THEME_STORAGE_KEY = "galaxy-theme";
const SYSTEM_LIGHT_QUERY = "(prefers-color-scheme: light)";
function readStoredChoice(): ThemeChoice {
if (typeof localStorage === "undefined") return "system";
const value = localStorage.getItem(THEME_STORAGE_KEY);
return value === "light" || value === "dark" || value === "system"
? value
: "system";
}
function systemTheme(): ResolvedTheme {
if (typeof window === "undefined" || typeof window.matchMedia !== "function") {
return "dark";
}
return window.matchMedia(SYSTEM_LIGHT_QUERY).matches ? "light" : "dark";
}
/**
* Reactive theme store. `choice` is the persisted preference and
* `resolved` is the concrete theme after applying `system`.
*/
class ThemeStore {
#choice = $state<ThemeChoice>(readStoredChoice());
#system = $state<ResolvedTheme>(systemTheme());
#override = $state<ResolvedTheme | null>(null);
constructor() {
if (
typeof window !== "undefined" &&
typeof window.matchMedia === "function"
) {
window
.matchMedia(SYSTEM_LIGHT_QUERY)
.addEventListener("change", (event: MediaQueryListEvent) => {
this.#system = event.matches ? "light" : "dark";
if (this.#choice === "system" && this.#override === null) {
this.#apply();
}
});
}
this.#apply();
}
/** The persisted user preference. */
get choice(): ThemeChoice {
return this.#choice;
}
/**
* The current ephemeral override (set by the in-game toggle) or
* `null` when no override is active.
*/
get override(): ResolvedTheme | null {
return this.#override;
}
/** The concrete theme currently applied to the document. */
get resolved(): ResolvedTheme {
if (this.#override !== null) return this.#override;
return this.#choice === "system" ? this.#system : this.#choice;
}
/** Persist a new preference and apply it to the document. */
setChoice(choice: ThemeChoice): void {
this.#choice = choice;
if (typeof localStorage !== "undefined") {
localStorage.setItem(THEME_STORAGE_KEY, choice);
}
this.#apply();
}
/**
* Set the ephemeral override. The override is not persisted; it lives
* until `clearOverride()` (or another `setOverride` call) replaces it.
*/
setOverride(value: ResolvedTheme): void {
this.#override = value;
this.#apply();
}
/**
* Drop the ephemeral override so the document re-projects the
* persisted preference. Cheap to call on every game-shell unmount —
* a no-op when no override was set.
*/
clearOverride(): void {
if (this.#override === null) return;
this.#override = null;
this.#apply();
}
#apply(): void {
if (typeof document !== "undefined") {
document.documentElement.dataset.theme = this.resolved;
}
}
}
/** The application-wide theme store singleton. */
export const theme = new ThemeStore();