Revert universal .btn-disabled → × pseudo-element overlay (iter-4c); restore case-by-case × rendering convention. My Sea DEL btn now swaps DEL ↔ × in lockstep w. its .btn-disabled toggle (matches game-kit tooltip + DON/DOFF pattern). User-spec 2026-05-20.
The iter-4c bundle added a universal `&::before { content: "\00d7"; ... }`
overlay on every `.btn-disabled` button + hid native text via
`> * { visibility: hidden }` + `color: transparent`. Visually flattened
every disabled state across the app (DEL, FLIP, DON/DOFF, palette
swatches, etc.) onto a single × glyph — user-rejected: "ruined the old
UX appearance".
Revert restores `_button-pad.scss` to its pre-iter-4c shape:
`color: rgba(--secUser, 0.25)` dims native text in place; no overlay,
no inner-content hiding. Templates that want a × on disabled buttons
render it explicitly in their own markup (game-kit tooltip `<button
class="btn-equip btn-disabled">×</button>`, my_notes DON/DOFF, etc.).
My Sea DEL btn picks up the case-by-case convention: template renders
`{% if hand_complete %}DEL{% else %}×{% endif %}`; the picker's
`_setComplete(on)` JS handler swaps `delBtn.innerHTML` between `DEL`
and `×` in lockstep w. the `.btn-disabled` class toggle so visual +
label always agree post-hand-completion.
FT `test_form_col_renders_decks_lock_hand_del_and_reversal_pct` now
asserts `delbtn.text == "×"` instead of relying on the (now-removed)
pseudo-element comment.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -894,12 +894,12 @@ class MySeaCardDrawTest(FunctionalTest):
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self.assertIn("btn-primary", action_btn.get_attribute("class"))
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self.assertEqual(action_btn.get_attribute("data-state"), "auto-draw")
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delbtn = picker.find_element(By.CSS_SELECTOR, "#id_sea_del")
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# DEL renders w. `.btn-disabled` pre-completion (the `×` overlay
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# is CSS-only; raw text content is still "DEL" in the DOM).
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# Assert on class state — `.text` returns the visible glyph
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# rendered by the pseudo-element layer.
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# DEL renders w. `.btn-disabled` pre-completion + inner text "×"
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# (case-by-case rendering per game-kit tooltip convention; user-
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# spec 2026-05-20 dropped the universal pseudo-element ×).
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self.assertIn("btn-danger", delbtn.get_attribute("class"))
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self.assertIn("btn-disabled", delbtn.get_attribute("class"))
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self.assertEqual(delbtn.text, "×")
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# Reversal % caption — default 25
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hint = picker.find_element(By.CSS_SELECTOR, ".sea-reversal-hint")
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self.assertIn("25", hint.text)
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@@ -515,7 +515,7 @@
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pointer-events: none;
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font-size: 1.2rem;
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padding-bottom: 0.1rem;
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color: transparent !important; // hide native text
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color: rgba(var(--secUser), 0.25) !important;
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background-color: rgba(var(--priUser), 1) !important;
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border-color: rgba(var(--secUser), 0.25) !important;
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box-shadow:
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@@ -523,28 +523,6 @@
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0.12rem 0.12rem 0.25rem rgba(0, 0, 0, 0.25),
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0.25rem 0.25rem 0.25rem rgba(var(--secUser), 0.12)
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;
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position: relative;
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// Universal × overlay — any `.btn-disabled` button reads as ×
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// regardless of its native inner text/icons (DEL → ×, FLIP → ×,
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// LOCK HAND → ×, etc.). Templates that already render `×`
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// explicitly (e.g. don/doff toggle pairs) just have their inner
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// × hidden by `visibility: hidden` on children; the pseudo's
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// glyph is the only one visible — no double-× regression. User
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// spec 2026-05-20.
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> * { visibility: hidden; }
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&::before {
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content: "\00d7";
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position: absolute;
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inset: 0;
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display: flex;
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align-items: center;
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justify-content: center;
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color: rgba(var(--secUser), 0.5);
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font-size: 1.5rem;
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font-weight: bold;
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}
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&:hover {
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text-shadow:
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@@ -229,12 +229,15 @@
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{# DEL starts `.btn-disabled` until the hand is #}
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{# complete — per Sprint-5-iter-4c spec, the 1/day #}
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{# quota is committed at first-card-draw + can't be #}
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{# refunded by an early DEL. #}
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{# refunded by an early DEL. Case-by-case `×` #}
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{# rendering matches game-kit tooltip + DON/DOFF #}
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{# convention (user-spec 2026-05-20): a disabled btn #}
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{# carries × in its own text node, not via a CSS #}
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{# overlay. JS `_setComplete` swaps inner text in #}
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{# lockstep with the `.btn-disabled` class toggle. #}
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<button type="button"
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id="id_sea_del"
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class="btn btn-danger{% if not hand_complete %} btn-disabled{% endif %}">
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DEL
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</button>
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class="btn btn-danger{% if not hand_complete %} btn-disabled{% endif %}">{% if hand_complete %}DEL{% else %}×{% endif %}</button>
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</div>
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</div>
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{# Sea stage — portaled modal that opens on FLIP click via #}
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@@ -439,9 +442,18 @@
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// disabled when shown. The deck STACKS themselves stay
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// click-responsive (so the user can see the disabled
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// FLIP feedback) — `_locked` gates the actual draw.
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//
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// DEL btn text follows the game-kit tooltip convention
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// (user-spec 2026-05-20): disabled state reads × (the
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// template's initial render does the same), active
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// state reads DEL. Lockstep w. the `.btn-disabled`
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// class so the visual + label always agree.
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_locked = on;
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picker.classList.toggle('my-sea-picker--locked', on);
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if (delBtn) delBtn.classList.toggle('btn-disabled', !on);
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if (delBtn) {
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delBtn.classList.toggle('btn-disabled', !on);
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delBtn.innerHTML = on ? 'DEL' : '×';
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}
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if (actionBtn) {
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actionBtn.dataset.state = on ? 'gate-view' : 'auto-draw';
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actionBtn.innerHTML = on ? 'GATE<br>VIEW' : 'AUTO<br>DRAW';
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