// Aperture foundation (html/body/.container overflow + flex-column) lives // universally in _base.scss. Gameboard's only divergence: `overflow: clip` // on .container instead of `hidden` — `clip` prevents the seat tooltip // scroll-anchoring quirk Firefox triggers under overflow:hidden. The // `.row { margin-bottom: -1rem }` pull mirrors the billboard/dashboard // h2-row tightening. body.page-gameboard { .container { overflow: clip; } .row { margin-bottom: -1rem; } } .gameboard-page { flex: 1; min-width: 425px; overflow: hidden; display: flex; flex-direction: column; position: relative; } @media (max-width: 550px) { .gameboard-page { min-width: 0; overflow: hidden; } } @media (min-width: 738px) { .gameboard-page { min-width: 666px; } body.page-gameboard .container { overflow: visible; } } @media (orientation: landscape) { // Restore clip in landscape — overrides the >738px overflow:visible above, // preventing the gameboard applets from bleeding into the footer sidebar. body.page-gameboard .container { overflow: clip; } // Reset the 666px min-width so gameboard-page shrinks to fit within the // sidebar-bounded container rather than overflowing into the footer sidebar. .gameboard-page { min-width: 0; } } #id_applet_game_kit { display: flex; flex-direction: column; #id_game_kit { flex: 1; position: relative; display: flex; flex-direction: row; flex-wrap: wrap; align-items: center; justify-content: center; gap: 0.75rem; overflow-x: visible; scrollbar-width: none; &::-webkit-scrollbar { display: none; } .token { position: static; } .token:hover .token-tooltip, .token:hover .tt { display: none; } // JS portal handles show/hide .token, .kit-item { font-size: 1.5rem; } .kit-item { opacity: 0.6; } } } #id_applet_new_game { display: flex; flex-direction: column; } #id_applet_my_games { display: flex; flex-direction: column; .applet-list { flex: 1; padding-top: 0.25rem; } } #id_tooltip_portal { position: fixed; z-index: 9999; padding: 0.75rem 1.5rem; @extend %tt-token-fields; .tt-equip-btns { position: absolute; left: -1rem; top: -1rem; display: flex; flex-direction: column; gap: 0.25rem; z-index: 1; .btn { margin: 0; } } // Tray sig-card tooltip (Phase 2) — PRV / NXT btns pinned to the bottom // corners of the portal, 1rem outside the panel so the btn centres land // exactly on the corners. The shared @stat-block-shared mixin in // _card-deck.scss already does this for fan / sig / sea contexts; the // portal isn't covered by that mixin so we re-state the rules here. .fyi-prev, .fyi-next { display: inline-flex; position: absolute; bottom: -1rem; margin: 0; z-index: 70; } .fyi-prev { left: -1rem; } .fyi-next { right: -1rem; } &.active { display: block; } } #id_mini_tooltip_portal { position: fixed; z-index: 9999; font-size: 0.8em; font-style: italic; width: fit-content; white-space: nowrap; text-align: right; &.active { display: block; } } @media (max-height: 500px) { body.page-gameboard { .container { .row { padding: 0.25rem 0; .col-lg-6 h2 { margin-bottom: 0.5rem; } } } } } // ─── My Sea sign-gate ──────────────────────────────────────────────────────── // Sprint 4b of [[project-my-sea-roadmap]]. Renders when User.significator // is None, on both the standalone /gameboard/my-sea/ page AND the // /gameboard/ My Sea applet. Look!-formatted Brief-style line w. FYI // (→ /billboard/my-sign/) + BACK (→ /gameboard/) action buttons. Inline // content (not portaled like .note-banner) — it IS the page content // until a sig is picked, not a transient nudge. .my-sea-sign-gate { display: flex; flex-direction: column; align-items: center; justify-content: center; gap: 1rem; padding: 1.5rem; color: rgba(var(--terUser), 1); .my-sea-sign-gate__line { text-align: center; font-size: 1.1rem; line-height: 1.4; margin: 0; // --terUser ink mirrors the gate's accent + signals "do this // first" visually distinct from the body's standard --secUser. color: rgba(var(--terUser), 1); } .my-sea-sign-gate__actions { display: flex; gap: 1rem; align-items: center; } // Applet variant — denser layout, omits NVM (the user is already on // the gameboard). Smaller line + just the FYI action surviving. &.my-sea-sign-gate--applet { padding: 0.5rem; gap: 0.5rem; .my-sea-sign-gate__line { font-size: 0.85rem; } } } // ─── My Sea DRAW SEA landing ───────────────────────────────────────────────── // Sprint 5 iter 1 of [[project-my-sea-roadmap]]. When a user has a saved // significator (gate passed), /gameboard/my-sea/ renders this landing // screen: DRY table hex w. 6 chair seats labeled 1C-6C + central DRAW // SEA btn. Mirrors my-sign's `.my-sign-page` + `.my-sign-landing` // structure — same room-shell chain so room.js's scaleTable() can size // the hex; same flex setup so the container chain propagates real // height down for the scale calc. .my-sea-page { flex: 1; min-height: 0; display: flex; flex-direction: column; position: relative; } .my-sea-landing { flex: 1; min-height: 0; display: flex; // FREE DRAW btn — centered in the hex, mirrors SCAN SIGN's 2-line // font sizing so "FREE/DRAW" sits cleanly inside the 4rem circle. #id_draw_sea_btn { font-size: 0.75rem; line-height: 1.1; white-space: normal; } // Chair-position labels (1C-6C). Mirrors the room's `.seat-role- // label` grid placement (col 2, row 1 by default; flips to col 1 // for left-side seats 3/4/5 so the label sits closest to the hex) // but uses a role-free class name — my-sea is the solo draw flow, // no role-pick phase, so the room's role-grammar doesn't apply. .table-seat .seat-position-label { grid-column: 2; grid-row: 1; font-size: 0.8rem; font-weight: 600; letter-spacing: 0.05em; color: rgba(var(--secUser), 1); } .table-seat[data-slot="3"] .seat-position-label, .table-seat[data-slot="4"] .seat-position-label, .table-seat[data-slot="5"] .seat-position-label { grid-column: 1; } // Seated chair (post-FREE DRAW). Visual transition mirrors // `.table-seat.active .fa-chair` from _room.scss line 626 — // --terUser color + --ninUser drop-shadow glow — but uses a stable // `.seated` class (semantically distinct from `.active`: active = // current turn in a multi-user room; seated = draw-locked occupant // in this solo-flow). _room.scss line 596 makes the colour change // a 0.6s ease transition so the chair animates rather than snaps. // Status icon (.position-status-icon) colour swap fa-ban red → // fa-circle-check green is handled by _room.scss lines 615-616. .table-seat.seated .fa-chair { color: rgba(var(--terUser), 1); filter: drop-shadow(0 0 4px rgba(var(--ninUser), 1)); } } // Picker phase bg — `--duoUser` matches the table hex's interior so // the landing→picker swap reads as a continuous surface (parallels // `.my-sign-page[data-phase="picker"]` in _card-deck.scss line 704). .my-sea-page[data-phase="picker"] { background: rgba(var(--duoUser), 1); } // Landing phase bg — explicit `--priUser` revert per user spec // (2026-05-20). The hex INTERIOR is `--duoUser` (set on `.table-hex` // in _room.scss); the aperture AROUND the hex should be the default // body color. Defensive override so any bf-cache / stale-CSS state // can't leak the picker-phase green bg onto a landing render. .my-sea-page[data-phase="landing"] { background: rgba(var(--priUser), 1); } // Sprint 6 iter 6a — gatekeeper page bg + modal chrome. The page bg // is uniform `--duoUser` (matches the hex interior on landing / // picker so the visual transitions read as a continuous surface); // the `.gate-overlay`/`.gate-modal` rules in `_room.scss` already // give us the darkened Gaussian-glass modal centered over it. No hex // or chair-seats on this page — the gatekeeper is a transient in- // flight UI per user spec 2026-05-20. .my-sea-page[data-phase="gate"] { background: rgba(var(--duoUser), 1); flex: 1; min-height: 0; } .my-sea-picker { flex: 1; min-height: 0; display: flex; align-items: center; justify-content: center; gap: 1rem; // Portrait — stack the cross spread above the form col (mirrors the // gameroom SEA SELECT modal's `@media (max-width: 600px)` stack // pattern in `_card-deck.scss`). Landscape keeps the side-by-side // layout since horizontal real-estate is the abundant axis there. // User-spec 2026-05-20. @media (orientation: portrait) { flex-direction: column; } } // .my-sea-cross renders all 6 surrounding positions (crown/leave/lay/ // loom + cover/cross overlaid on core) unconditionally. The SPREAD // dropdown sets `data-spread=""` on this element; per-spread // rules below hide the positions each spread doesn't use. Inherits // the 3×3 `grid-template-areas` from _card-deck.scss line 1189-1200 // so visible cells land in their canonical positions; hidden cells // just leave their grid slots empty. // // Per-spread position subsets — user-locked 2026-05-19: // PPF: leave (1) cover (2) loom (3) — horizontal middle row // SAO: lay (1) cover (2) crown (3) — vertical center column // MBS: crown (1) lay (2) loom (3) — T-shape (crown + lay vertical, loom right) // DOS: loom (1) cross (2) crown (3) — loom right · cross overlay · crown above // CC variants: all 6 positions (Waite-Smith / Escape Velocity differ in DRAW ORDER only, // not in position visibility). // Bump grid gap on my-sea (gameroom .sea-cross stays at 0.5rem since // gameroom slots have no per-position labels). The vertical leave/loom // labels need ~1.5rem of horizontal clearance from adjacent cells, and // the horizontal crown/cover/lay/cross labels need ~1rem of vertical // clearance so they don't overlap into the next row. .my-sea-cross { gap: 1rem !important; } .my-sea-cross[data-spread="past-present-future"] { .sea-pos-crown, .sea-pos-cross, .sea-pos-lay { display: none; } } .my-sea-cross[data-spread="situation-action-outcome"] { .sea-pos-leave, .sea-pos-loom, .sea-pos-cross { display: none; } } .my-sea-cross[data-spread="mind-body-spirit"] { .sea-pos-leave, .sea-pos-cover, .sea-pos-cross { display: none; } } .my-sea-cross[data-spread="desire-obstacle-solution"] { .sea-pos-leave, .sea-pos-cover, .sea-pos-lay { display: none; } } // Celtic Cross variants (waite-smith / escape-velocity) — all positions // visible by default. No `display: none` overrides needed. // Position-name caption — re-appropriates the GRAVITY/LEVITY // `.sea-stack-name` typographic look (_card-deck.scss line 1557): // small uppercase letter-spaced w. a subtle scaleY stretch, // --terUser ink at 0.6 opacity. No polarity coloring — these are // spread-position labels, not deck identifiers. // // Labels live OUTSIDE the .sea-card-slot (sibling, inside the crucifix // cell or the cover/cross wrapper) so they survive SeaDeal._fillSlot's // `slot.innerHTML = …` clobber on draw. Each label is absolute- // positioned to nearly touch the slot's nearest border per the user- // locked spec: // crown / cover — above top border // lay / cross — below bottom border // leave — left of left border, rotated 90° CCW // loom — right of right border, rotated 90° CW .sea-pos-label { font-size: 0.65rem; letter-spacing: 0.08em; text-transform: uppercase; font-weight: 600; opacity: 1; color: rgba(var(--seciUser), 1); text-align: center; pointer-events: none; white-space: nowrap; position: absolute; z-index: 2; } // Cells need `position: relative` so absolute label children anchor // to them. `.sea-pos-core` already has `position: relative` per the // existing rule in _card-deck.scss line 1311; the other crucifix // cells need it added. .my-sea-cross .sea-crucifix-cell { position: relative; } // Above top border — overlaps slot's top edge by 0.1rem (per the // `.sea-stack-name` "tuck under" treatment in _card-deck.scss:1564). .sea-pos-crown > .sea-pos-label, .sea-pos-cover > .sea-pos-label { bottom: 100%; left: 50%; transform: translate(-50%, 0.1rem) scaleY(1.2); } // Cover + cross labels dim w. their slots — they sit on top of the // sig card so a vivid label would compete w. the sig at idle. Default // 0.25 opacity matches the slot's faint dotted-outline at idle; the // parent's :hover state (propagated up when the inside `.sea-card- // slot:hover` fires per CSS hover-ancestor rules) boosts to the // `.sea-pos-label` baseline 0.6, matching the slot's `--duoUser` mask // reveal. .sea-pos-cover > .sea-pos-label, .sea-pos-cross > .sea-pos-label { opacity: 0.5; transition: opacity 0.15s ease; } .sea-pos-cover:hover > .sea-pos-label, .sea-pos-cross:hover > .sea-pos-label { opacity: 1; } // Below bottom border — same `0.1rem` overlap but downward. .sea-pos-lay > .sea-pos-label, .sea-pos-cross > .sea-pos-label { top: 100%; left: 50%; transform: translate(-50%, -0.1rem) scaleY(1.2); } // Left of left border, rotated 90° CCW — text reads bottom-to-top. // `writing-mode: vertical-rl` puts text top-to-bottom (CW); a 180° // rotation flips it to read bottom-to-top (CCW), satisfying the user- // locked "Leave: counterclockwise" spec. // // `scaleX(1.2)` (instead of the horizontal labels' scaleY) widens the // character column (perpendicular to text-flow) — for vertical-rl // labels, that's the visible "width" the user noticed had been lost // at this angle. Without it, the rotated labels look squat. .sea-pos-leave > .sea-pos-label { right: 100%; top: 50%; writing-mode: vertical-rl; transform: translate(0.1rem, -50%) rotate(180deg) scaleX(1.2); } // Right of right border, rotated 90° CW — text reads top-to-bottom. // Native `writing-mode: vertical-rl` direction; no extra rotation. .sea-pos-loom > .sea-pos-label { left: 100%; top: 50%; writing-mode: vertical-rl; transform: translate(-0.1rem, -50%) scaleX(1.2); } // Section dividers inside the SPREAD combobox — labels "3-card spreads" // / "6-card spreads" separating the option groups. Styled to echo the // `.kit-bag-label` treatment (small uppercase underlined letter-spaced // --quaUser) but horizontal rather than vertical (kit-bag uses writing- // mode: vertical-rl; this is a flat dropdown). .sea-select-list .sea-select-divider { font-size: 0.55rem; text-transform: uppercase; text-decoration: underline; letter-spacing: 0.12em; color: rgba(var(--quaUser), 0.75); padding: 0.4rem 0.6rem 0.2rem; pointer-events: none; // not selectable; combobox.js skips it // (no role=option), but belt-and-braces // against accidental hover/click styles. list-style: none; } // Form col on my-sea — same DRY treatment as the gameroom sea-overlay // `.sea-form-col` (handled in _card-deck.scss) but sits next to the // picker's cross on a `--duoUser` page. Just constrain the width so it // doesn't fight the cross for horizontal space. .my-sea-form-col { flex: 0 0 16rem; max-width: 16rem; // Portal the SPREAD dropdown out of `.sea-form-main`'s overflow // clip — by default the gameroom's `.sea-form-main { overflow-y: // auto }` (from _card-deck.scss:1424) keeps the modal contents // scrollable, but for my-sea's much shorter form the dropdown gets // clipped instead of overlaying the LOCK HAND / DEL btns below. // Setting overflow visible here lets the absolute-positioned // `.sea-select-list` extend past the form area + sit "above // everything else" via its existing z-index: 100. .sea-form-main { overflow: visible; } // Portrait — split the form into two columns. LEFT carries the // SPREAD field (label + reversal hint + combobox) above the action // btns (AUTO DRAW / GATE VIEW + DEL); RIGHT carries the DECKS // section (label + GRAVITY/LEVITY stacks) spanning both rows. // Without this rearrange, on a phone-portrait viewport the stacked // form col runs off the bottom of the viewport — DECKS lives above // the action btns + everything below the fold (user-spec // 2026-05-21). `.sea-form-main` uses `display: contents` so its // `.sea-field` + `.sea-stacks` children act as direct grid items of // the form col despite the intermediate wrapper in the DOM. // // Selector chains `.sea-form-col.my-sea-form-col` to win against // `_card-deck.scss`'s base `.sea-form-col { display: flex; flex- // direction: column }` (same 1-class specificity; card-deck loads // AFTER gameboard in `core.scss`, so source order would otherwise // overrule my-sea's grid). Chained 2-class selector pulls // specificity ahead regardless of source order. @media (orientation: portrait) { &.sea-form-col { flex: 0 0 auto; max-width: none; width: 100%; display: grid; grid-template-columns: 1fr 1fr; grid-template-areas: "field stacks" "actions stacks"; column-gap: 1rem; row-gap: 0.5rem; align-items: start; .sea-form-main { display: contents; } .sea-field { grid-area: field; margin-bottom: 0; } .sea-stacks { grid-area: stacks; margin: 0; justify-content: center; } .sea-form-actions { grid-area: actions; align-self: end; padding-top: 0; } } } // Bump the dropdown z-index well above the picker's stacking ints // (cover z:3, cross z:4, modal stage z:9999 only opens on draw // anyway). 1000 sits above any in-page layer the user might be // interacting w. when they open the SPREAD picker. .sea-select-list { z-index: 1000; } // Portrait — open the SPREAD dropdown UPWARD instead of downward. // The portrait form col sits at the bottom of the viewport (below // the cross spread) w. the navbar/footer pinned beneath it, so the // default `top: 100%` dropdown extends BELOW the visible aperture // + the user can't scroll to it. Flipping to `bottom: 100%` makes // the list grow upward into the abundant green aperture above. // Chained `&.sea-form-col` to beat card-deck's later-loaded base // (per [[feedback-scss-import-order-specificity]]). @media (orientation: portrait) { &.sea-form-col .sea-select .sea-select-list { top: auto; bottom: 100%; margin: 0 0 0.2rem; } } } // LOCK HAND post-commit visual-lock: dim everything that mutates the // hand. `.btn-disabled` is the project's existing soft-disabled // treatment per [[feedback_btn_disabled_pointer_events]] — pointer- // events:none + opacity reduction. The deck stacks aren't buttons // themselves so we apply the class manually + the rule below ensures // they stop responding to clicks. .my-sea-picker--locked { .sea-deck-stack.btn-disabled { pointer-events: none; opacity: 0.5; cursor: default; } } // SPREAD combobox lock — applied after the first deposit so the user // can't switch spread mid-draw + scramble the in-progress hand's // position-to-card mapping. DEL releases the lock by removing this // class. Same `pointer-events: none` treatment as `.btn-disabled` per // [[feedback_btn_disabled_pointer_events]]. .sea-select.sea-select--locked { pointer-events: none; opacity: 0.5; cursor: default; } // ── Iter 4b: Brief banner + DEL guard portal ───────────────────────────────── // Both reuse shared chrome: the Brief is `.note-banner` from note.js // (portaled atop h2 w. Gaussian glass); the DEL guard is `#id_guard_portal` // from base.html (the same one the room gear-menu DEL uses, positioned // above the anchor button w. Gaussian glass + no backdrop). The picker IIFE // invokes it via `window.showGuard(delBtn, "Are you sure?", confirmFn, // null, {yesLabel: "DEL"})`. No my-sea-specific SCSS needed.