feat(focus): the game chips answer the pointer, as the dailies do
They are the same object twice — a pill carrying a game's colour, pressed or not, that you tap — so they get the same hover rather than a second one: a ring in the game's hue, a one-pixel lift, and the label coming up to full ink while the chip is not the pressed one. Sharing it meant `.tick-chip` becoming `.hue-chip`, and dropping the `data-done` attribute it keyed off. Both chips were already saying the same thing in `aria-pressed`, and a second attribute repeating it is one more thing to keep in step — a rule that reads the announced state cannot disagree with it. The focus strip needed a pixel of headroom for that lift. `scroll-x` sets `overflow-x: auto`, which computes the vertical axis to `auto` as well, so a chip that rises loses that pixel and its ring to the scroller's edge; `pt-1` is the room, and `mt` gives the same total gap back. Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
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co-authored by
Claude Opus 5
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858551ac98
commit
d3066aefdc
@@ -194,11 +194,11 @@ function TickChip({
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aria-pressed={isDone}
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aria-label={`${ariaLabel}${isDone ? ", done today" : ", not done today"}`}
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title={title}
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// Done-ness for the stylesheet: the chip's own colours are the game's
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// hue and arrive inline, which no rule can override, so the hover has to
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// be drawn from what inline does not own — see `.tick-chip`.
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data-done={isDone}
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className="tick-chip flex max-w-[15rem] items-center gap-2 rounded-full border px-3 py-1.5 text-xs font-medium"
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// `.hue-chip` is the shared hover: the chip's own colours are the game's
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// hue and arrive inline, which no rule can override, so it is drawn from
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// what inline does not own. `--hue` below is the only thing it needs;
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// pressed-ness it reads off `aria-pressed`, which is already up there.
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className="hue-chip flex max-w-[15rem] items-center gap-2 rounded-full border px-3 py-1.5 text-xs font-medium"
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style={{
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["--hue" as string]: hue,
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borderColor: isDone ? hue : `color-mix(in srgb, ${hue} 20%, transparent)`,
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@@ -222,7 +222,7 @@ function TickChip({
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opacity={isDone ? 1 : 0.25}
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/>
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</svg>
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<span className="tick-label truncate">{label}</span>
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<span className="hue-chip-label truncate">{label}</span>
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{streak > 1 && (
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<span className="tnum shrink-0 text-[0.625rem] opacity-70">{streak}d</span>
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)}
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@@ -61,7 +61,12 @@ export function GameFocus({
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<div
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role="group"
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aria-label="Focus on one game"
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className="scroll-x -mx-4 mt-2 flex gap-1.5 px-4 pb-1 lg:flex-wrap"
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// `pt-1` is the lift's headroom, not spacing: `scroll-x` sets
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// `overflow-x: auto`, which computes the vertical axis to `auto` as
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// well, so a chip that rises a pixel under the cursor loses that pixel
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// and its ring to the scroller's edge. `mt` gives the same total gap
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// back.
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className="scroll-x -mx-4 mt-1 flex gap-1.5 px-4 pb-1 pt-1 lg:flex-wrap"
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>
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<Chip
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label="All"
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@@ -120,8 +125,12 @@ function Chip({
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onClick={onClick}
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aria-pressed={on}
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aria-label={`${ariaLabel ?? label}, ${count} outstanding`}
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className="flex shrink-0 items-center gap-1.5 rounded-full border px-3 py-1.5 text-xs font-medium transition-colors"
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// The dailies strip's hover, and for the same reason: these colours are a
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// game's hue, so they arrive inline where no rule can reach them, and
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// `.hue-chip` works off `--hue` and the `aria-pressed` above instead.
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className="hue-chip flex shrink-0 items-center gap-1.5 rounded-full border px-3 py-1.5 text-xs font-medium"
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style={{
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["--hue" as string]: hue,
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borderColor: on ? hue : `color-mix(in srgb, ${hue} 30%, transparent)`,
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color: on ? hue : "var(--color-muted)",
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background: on
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@@ -131,7 +140,7 @@ function Chip({
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opacity: count === 0 && !on ? 0.5 : 1,
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}}
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>
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{label}
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<span className="hue-chip-label">{label}</span>
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<span className="tnum text-[0.625rem] opacity-70">{count}</span>
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</button>
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);
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