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.
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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 %}&times;{% 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:
Disco DeDisco
2026-05-20 09:56:19 -04:00
parent 4417b8c972
commit db443b7533
3 changed files with 22 additions and 32 deletions

View File

@@ -894,12 +894,12 @@ class MySeaCardDrawTest(FunctionalTest):
self.assertIn("btn-primary", action_btn.get_attribute("class")) self.assertIn("btn-primary", action_btn.get_attribute("class"))
self.assertEqual(action_btn.get_attribute("data-state"), "auto-draw") self.assertEqual(action_btn.get_attribute("data-state"), "auto-draw")
delbtn = picker.find_element(By.CSS_SELECTOR, "#id_sea_del") delbtn = picker.find_element(By.CSS_SELECTOR, "#id_sea_del")
# DEL renders w. `.btn-disabled` pre-completion (the `×` overlay # DEL renders w. `.btn-disabled` pre-completion + inner text "×"
# is CSS-only; raw text content is still "DEL" in the DOM). # (case-by-case rendering per game-kit tooltip convention; user-
# Assert on class state — `.text` returns the visible glyph # spec 2026-05-20 dropped the universal pseudo-element ×).
# rendered by the pseudo-element layer.
self.assertIn("btn-danger", delbtn.get_attribute("class")) self.assertIn("btn-danger", delbtn.get_attribute("class"))
self.assertIn("btn-disabled", delbtn.get_attribute("class")) self.assertIn("btn-disabled", delbtn.get_attribute("class"))
self.assertEqual(delbtn.text, "×")
# Reversal % caption — default 25 # Reversal % caption — default 25
hint = picker.find_element(By.CSS_SELECTOR, ".sea-reversal-hint") hint = picker.find_element(By.CSS_SELECTOR, ".sea-reversal-hint")
self.assertIn("25", hint.text) self.assertIn("25", hint.text)

View File

@@ -515,7 +515,7 @@
pointer-events: none; pointer-events: none;
font-size: 1.2rem; font-size: 1.2rem;
padding-bottom: 0.1rem; padding-bottom: 0.1rem;
color: transparent !important; // hide native text color: rgba(var(--secUser), 0.25) !important;
background-color: rgba(var(--priUser), 1) !important; background-color: rgba(var(--priUser), 1) !important;
border-color: rgba(var(--secUser), 0.25) !important; border-color: rgba(var(--secUser), 0.25) !important;
box-shadow: box-shadow:
@@ -523,28 +523,6 @@
0.12rem 0.12rem 0.25rem rgba(0, 0, 0, 0.25), 0.12rem 0.12rem 0.25rem rgba(0, 0, 0, 0.25),
0.25rem 0.25rem 0.25rem rgba(var(--secUser), 0.12) 0.25rem 0.25rem 0.25rem rgba(var(--secUser), 0.12)
; ;
position: relative;
// Universal × overlay — any `.btn-disabled` button reads as ×
// regardless of its native inner text/icons (DEL → ×, FLIP → ×,
// LOCK HAND → ×, etc.). Templates that already render `&times;`
// explicitly (e.g. don/doff toggle pairs) just have their inner
// × hidden by `visibility: hidden` on children; the pseudo's
// glyph is the only one visible — no double-× regression. User
// spec 2026-05-20.
> * { visibility: hidden; }
&::before {
content: "\00d7";
position: absolute;
inset: 0;
display: flex;
align-items: center;
justify-content: center;
color: rgba(var(--secUser), 0.5);
font-size: 1.5rem;
font-weight: bold;
}
&:hover { &:hover {
text-shadow: text-shadow:

View File

@@ -229,12 +229,15 @@
{# DEL starts `.btn-disabled` until the hand is #} {# DEL starts `.btn-disabled` until the hand is #}
{# complete — per Sprint-5-iter-4c spec, the 1/day #} {# complete — per Sprint-5-iter-4c spec, the 1/day #}
{# quota is committed at first-card-draw + can't be #} {# quota is committed at first-card-draw + can't be #}
{# refunded by an early DEL. #} {# refunded by an early DEL. Case-by-case `&times;` #}
{# rendering matches game-kit tooltip + DON/DOFF #}
{# convention (user-spec 2026-05-20): a disabled btn #}
{# carries × in its own text node, not via a CSS #}
{# overlay. JS `_setComplete` swaps inner text in #}
{# lockstep with the `.btn-disabled` class toggle. #}
<button type="button" <button type="button"
id="id_sea_del" id="id_sea_del"
class="btn btn-danger{% if not hand_complete %} btn-disabled{% endif %}"> class="btn btn-danger{% if not hand_complete %} btn-disabled{% endif %}">{% if hand_complete %}DEL{% else %}&times;{% endif %}</button>
DEL
</button>
</div> </div>
</div> </div>
{# Sea stage — portaled modal that opens on FLIP click via #} {# Sea stage — portaled modal that opens on FLIP click via #}
@@ -439,9 +442,18 @@
// disabled when shown. The deck STACKS themselves stay // disabled when shown. The deck STACKS themselves stay
// click-responsive (so the user can see the disabled // click-responsive (so the user can see the disabled
// FLIP feedback) — `_locked` gates the actual draw. // FLIP feedback) — `_locked` gates the actual draw.
//
// DEL btn text follows the game-kit tooltip convention
// (user-spec 2026-05-20): disabled state reads × (the
// template's initial render does the same), active
// state reads DEL. Lockstep w. the `.btn-disabled`
// class so the visual + label always agree.
_locked = on; _locked = on;
picker.classList.toggle('my-sea-picker--locked', on); picker.classList.toggle('my-sea-picker--locked', on);
if (delBtn) delBtn.classList.toggle('btn-disabled', !on); if (delBtn) {
delBtn.classList.toggle('btn-disabled', !on);
delBtn.innerHTML = on ? 'DEL' : '×';
}
if (actionBtn) { if (actionBtn) {
actionBtn.dataset.state = on ? 'gate-view' : 'auto-draw'; actionBtn.dataset.state = on ? 'gate-view' : 'auto-draw';
actionBtn.innerHTML = on ? 'GATE<br>VIEW' : 'AUTO<br>DRAW'; actionBtn.innerHTML = on ? 'GATE<br>VIEW' : 'AUTO<br>DRAW';