Phase 3 of the my-sea voice batch (user-spec 2026-05-29). A --quaUser/--ninUser
glow + pulse machine for the burger btn + its voice sub-btn, driven by the
voice sub-btn availability (voice_active) + the live mesh state.
- voice-mesh.js: VoiceRoom gains a state-change hook — setOnStateChange(cb) +
peerCount() + _notify({inCall, peerCount, muted}), fired on join, every peer
add/drop, mute toggle, and teardown. No behaviour change without a subscriber
(VoiceMeshSpec stays green).
- voice-glow.js (new): the glow machine. PRE-JOIN nudge — burger glows when the
fan is closed (sea draw-nudge keeps burger precedence; voice reclaims it once
the sea glow clears), voice sub-btn glows when the fan opens. LIVE — the glow
PULSES on whichever surface shows (voice sub-btn fan-open, burger fan-closed):
base 2s cadence while alone, doubled (.voice-pulse--fast) once a 2nd party
connects (equalizer stand-in; a true volume-reactive equalizer is a live-only
enhancement). Class writes are reconciled (idempotent) so the burger-class
MutationObserver doesn't feed back on itself.
- _burger.scss: .voice-glow + @keyframes voice-pulse + .voice-pulse(--fast).
- loaded on my_sea.html + my_sea_visit.html (after burger-btn.js).
- VoiceGlowSpec.js (18 specs) + registered in SpecRunner; MySeaSeatsSpec flare
window updated 1.5s → 2s (Phase 2 bump). 428 Jasmine specs green.
Live-verify on staging: the actual glow colours/cadence + the equalizer
upgrade (item 5) and disconnect states (item 7) land in later phases.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
245 lines
9.1 KiB
SCSS
245 lines
9.1 KiB
SCSS
// ── Burger btn + fan-of-5 (room.html only) ───────────────────────────
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//
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// Sits parallel to .gear-btn-above-#id_kit_btn, but on the bud-side:
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// portrait : bottom-left, above #id_bud_btn
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// landscape: right sidebar, to the LEFT of #id_bud_btn (same horizontal
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// pair as gear ← kit at the top)
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//
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// Active state opens a fanning arc of 5 sub-btns 30deg apart, each
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// centred --r from the burger centre. R=7.75rem reads as a comfortable
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// spread w. ~0.4rem edge-to-edge gaps between adjacent sub-btns.
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// portrait : arc 12→4 o'clock (sky, earth, sea, voice, text)
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// landscape: arc 9→1 o'clock (same icon order, rotated CCW 90°)
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//
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// Sub-btns are pure scaffolding — no click handlers in this sprint.
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//
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// Landscape btn relocation rules for kit / gear / bud / kit_dialog / bud
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// panel / applet menus DON'T live in this partial — they're owned by
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// their respective `_game-kit.scss`, `_bud.scss`, `_applets.scss`,
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// `_room.scss` partials. _burger.scss only owns burger-specific styling.
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#id_burger_btn {
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position: fixed;
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bottom: 4.2rem;
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left: 0.5rem;
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// Match .gear-btn page-level z (314) — keeps burger BELOW kit_btn +
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// bud_btn (both z-318) + bud_panel (z-317) so those naturally cover
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// burger when they overlap. Dialog (z-316) covers burger too.
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z-index: 314;
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font-size: 1.75rem;
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cursor: pointer;
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color: rgba(var(--secUser), 1);
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display: inline-flex;
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align-items: center;
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justify-content: center;
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width: 3rem;
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height: 3rem;
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border-radius: 50%;
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background-color: rgba(var(--priUser), 1);
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border: 0.15rem solid rgba(var(--secUser), 1);
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transition: opacity 0.15s ease;
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&.active {
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color: rgba(var(--quaUser), 1);
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border-color: rgba(var(--quaUser), 1);
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}
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// Landscape: burger sits to the LEFT of #id_bud_btn (same bottom
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// anchor as bud). Mirrors gear-to-the-LEFT-of-kit at the top of the
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// right sidebar (see _applets.scss for the gear placement).
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@media (orientation: landscape) {
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left: auto;
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right: 4.2rem; // bud_btn right (0.5) + 3.7rem centre-to-centre delta
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bottom: 0.5rem;
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top: auto;
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}
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}
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// Fan anchor — sits at the burger centre. Sub-btns inside translate
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// outward radially when #id_burger_btn carries the .active class.
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#id_burger_fan {
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position: fixed;
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bottom: 5.7rem; // burger bottom (4.2) + half-btn (1.5)
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left: 2rem; // burger left (0.5) + half-btn (1.5)
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width: 0;
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height: 0;
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z-index: 313; // below #id_burger_btn (314) so burger stays clickable
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pointer-events: none;
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@media (orientation: landscape) {
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left: auto;
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right: 5.7rem; // burger right (4.2) + half-btn (1.5) → burger centre
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bottom: 2rem; // burger bottom (0.5) + half-btn (1.5) → burger centre
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top: auto;
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}
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}
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.burger-fan-btn {
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--r: 7.75rem;
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--i: 0;
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--base: 0deg; // portrait: arc starts at 12 o'clock
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--angle: calc(var(--base) + var(--i) * 30deg);
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position: absolute;
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left: -1.5rem; // centre 3rem btn on parent's 0,0 origin
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top: -1.5rem;
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width: 3rem;
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height: 3rem;
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border-radius: 50%;
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background-color: rgba(var(--priUser), 1);
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border: 0.15rem solid rgba(var(--secUser), 1);
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color: rgba(var(--secUser), 1);
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font-size: 1.25rem;
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display: inline-flex;
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align-items: center;
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justify-content: center;
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cursor: pointer;
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// Closed state — collapsed onto burger centre, invisible
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transform: rotate(var(--angle)) translateY(0) rotate(calc(-1 * var(--angle)));
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opacity: 0;
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pointer-events: none;
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transition: transform 0.25s ease-out, opacity 0.2s ease;
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// Landscape: arc rotates CCW 90° — start at 9 o'clock instead of 12.
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@media (orientation: landscape) {
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--base: -90deg;
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}
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}
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// Per-btn arc index (clockwise from arc start) — voice leads, then sky,
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// earth, sea, text. Portrait arc: voice at 12, text at 4 o'clock.
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// Landscape arc: voice at 9, text at 1 o'clock.
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#id_voice_btn { --i: 0; }
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#id_sky_btn { --i: 1; }
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#id_earth_btn { --i: 2; }
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#id_sea_btn { --i: 3; }
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#id_text_btn { --i: 4; }
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// Open state — sub-btns swing out to their arc positions.
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#id_burger_btn.active ~ #id_burger_fan .burger-fan-btn {
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transform: rotate(var(--angle)) translateY(calc(-1 * var(--r))) rotate(calc(-1 * var(--angle)));
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pointer-events: auto;
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}
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// Active sub-btn = fully visible; inactive (default) = 0.6 opacity hint.
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// `z-index: 1` raises the active sub-btn above its inactive siblings so
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// click hit-testing picks the active one even while the fan is mid-
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// transition (during the 0.25s arc-out animation all 5 sub-btns share
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// the fan-centre origin, and a later-in-DOM inactive btn would otherwise
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// obscure the active target). Active conditions are wired one-by-one in
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// later sprints.
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#id_burger_btn.active ~ #id_burger_fan .burger-fan-btn.active {
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opacity: 1;
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z-index: 1;
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}
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#id_burger_btn.active ~ #id_burger_fan .burger-fan-btn:not(.active) {
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opacity: 0.6;
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}
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// Icon swap — every sub-btn renders BOTH the real icon (.burger-fan-icon--on)
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// + a fa-ban placeholder (.burger-fan-icon--off). Real icon shows by
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// default in BOTH .active + inactive states; fa-ban only surfaces during
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// the .flash-inactive pulse below. Stacked absolute-position so swapping
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// doesn't shift the layout box.
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.burger-fan-btn {
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.burger-fan-icon--on,
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.burger-fan-icon--off {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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}
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.burger-fan-icon--on { display: inline-block; }
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.burger-fan-icon--off { display: none; }
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}
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// Click-while-inactive flash — burger-btn.js toggles .flash-inactive
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// twice in quick succession (~180ms on / 120ms off) for a brief --priRd
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// glow on the border + icon, AND swaps the real icon for fa-ban during
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// each pulse-on phase. Modeled on sig-select.js's SAVE SIG countdown
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// glow but tighter cadence + only 2 pulses.
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.burger-fan-btn.flash-inactive {
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border-color: rgba(var(--priRd), 1);
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color: rgba(var(--priRd), 1);
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box-shadow:
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0 0 0.5rem 0.1rem rgba(var(--priRd), 0.75),
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0 0 1.2rem 0.3rem rgba(var(--priRd), 0.35);
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.burger-fan-icon--on { display: none; }
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.burger-fan-icon--off { display: inline-block; }
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}
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// ── First-draw glow handoff (phase 3 of the Sea sub-btn rollout) ─────
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//
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// Pre-first-draw nudge for the my-sea picker: a --priYl + --ninUser glow
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// rides the affordance chain to teach the user where to click.
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//
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// burger → click → sea_btn → click → .sea-select → click → end
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//
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// Modal close (Esc / backdrop / DEL) w/o AUTO DRAW restarts the cycle on
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// the burger. AUTO DRAW's guard-OK ends the cycle permanently (the user
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// has actually drawn — they've found the path). Owner: my_sea.html JS.
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#id_burger_btn.glow-handoff,
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#id_sea_btn.glow-handoff {
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color: rgba(var(--priYl), 1);
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border-color: rgba(var(--priYl), 1);
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box-shadow:
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0 0 0.5rem 0.1rem rgba(var(--ninUser), 0.75),
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0 0 1.2rem 0.3rem rgba(var(--ninUser), 0.35);
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}
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// ── Voice affordance glow + pulse (Phase 3, my-sea voice) ─────────────
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//
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// Distinct from the sea-btn's --priYl `.glow-handoff` draw nudge: voice uses
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// a --quaUser tint + --ninUser halo. voice-glow.js owns the class transitions
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// (sea takes burger precedence; the voice glow surfaces on the voice sub-btn
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// when the fan is open, or on the burger once the sea nudge clears). Once the
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// mic is live the glow PULSES — base cadence while alone, doubled once a 2nd
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// party connects (equalizer stand-in).
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#id_voice_btn.voice-glow,
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#id_burger_btn.voice-glow {
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color: rgba(var(--quaUser), 1);
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border-color: rgba(var(--quaUser), 1);
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box-shadow:
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0 0 0.5rem 0.1rem rgba(var(--ninUser), 0.75),
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0 0 1.2rem 0.3rem rgba(var(--ninUser), 0.35);
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}
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@keyframes voice-pulse {
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0%, 100% {
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box-shadow:
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0 0 0.35rem 0.05rem rgba(var(--ninUser), 0.35),
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0 0 0.7rem 0.1rem rgba(var(--ninUser), 0.2);
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}
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50% {
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box-shadow:
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0 0 0.7rem 0.2rem rgba(var(--ninUser), 0.9),
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0 0 1.5rem 0.5rem rgba(var(--ninUser), 0.45);
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}
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}
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// Base cadence — one full ease in+out per 2s (1s each way) while the visiting
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// user is alone in the voice room.
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#id_voice_btn.voice-pulse,
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#id_burger_btn.voice-pulse {
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animation: voice-pulse 2s ease-in-out infinite;
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}
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// Doubled cadence once a 2nd party is connected.
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#id_voice_btn.voice-pulse--fast,
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#id_burger_btn.voice-pulse--fast {
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animation: voice-pulse 1s ease-in-out infinite;
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}
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// Burger hides when bud_panel is open — LANDSCAPE only. In portrait the
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// burger sits ABOVE the bud panel (bottom:4.2rem vs panel at bottom:0.5
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// + height:3rem); no visual conflict. In landscape they share the
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// bottom-right area + the bud OK btn ends up obscured / pointer-events
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// races against the burger even at the lower z-index — explicit fade
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// keeps the bud_panel apparatus clean.
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@media (orientation: landscape) {
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html.bud-open #id_burger_btn {
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opacity: 0;
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pointer-events: none;
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}
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}
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