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>
This commit is contained in:
funman300
2026-05-07 18:45:02 -07:00
parent cdcaddaabe
commit 9891ae4ba3
2 changed files with 10 additions and 6 deletions
+4 -3
View File
@@ -208,8 +208,9 @@ fn spawn_overlay(
GlobalZIndex(Z_REPLAY_OVERLAY),
))
.with_children(|banner| {
// Left: "Replay" label in the loud yellow accent so it reads
// unmistakably as a non-gameplay surface.
// Left: "Replay" label in the cyan primary accent
// (`ACCENT_PRIMARY`) so it reads unmistakably as a
// non-gameplay surface.
banner.spawn((
ReplayOverlayBannerText,
Text::new(banner_label),
@@ -236,7 +237,7 @@ fn spawn_overlay(
// Right: Stop button. Tertiary variant — the action is
// available but not the loudest element in the banner; the
// "Replay" yellow accent owns that slot. `spawn_modal_button`
// "Replay" cyan accent owns that slot. `spawn_modal_button`
// gives us hover / press paint and focus rings for free via
// the existing `UiModalPlugin` paint system.
banner