refactor(engine): final hint-highlight + replay-overlay token cleanup
- input_plugin's hint-source card tint moves from raw bright-yellow `srgba(1.0, 1.0, 0.4, 1.0)` to the design-system STATE_WARNING token, so the source card and the destination pile (which already uses STATE_WARNING via HINT_PILE_HIGHLIGHT_COLOUR) wear the same attention colour as a coherent pair. - replay_overlay had two stale doc comments referencing the old "loud yellow accent" — Primary is now cyan (ACCENT_PRIMARY). Comments updated; no behaviour change. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -208,8 +208,9 @@ fn spawn_overlay(
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GlobalZIndex(Z_REPLAY_OVERLAY),
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))
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.with_children(|banner| {
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// Left: "Replay" label in the loud yellow accent so it reads
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// unmistakably as a non-gameplay surface.
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// Left: "Replay" label in the cyan primary accent
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// (`ACCENT_PRIMARY`) so it reads unmistakably as a
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// non-gameplay surface.
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banner.spawn((
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ReplayOverlayBannerText,
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Text::new(banner_label),
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@@ -236,7 +237,7 @@ fn spawn_overlay(
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// Right: Stop button. Tertiary variant — the action is
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// available but not the loudest element in the banner; the
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// "Replay" yellow accent owns that slot. `spawn_modal_button`
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// "Replay" cyan accent owns that slot. `spawn_modal_button`
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// gives us hover / press paint and focus rings for free via
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// the existing `UiModalPlugin` paint system.
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banner
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