/* ============================================================
   Art Daily game chrome — sketchbook edition.
   Every drill wears this same paper: warm sheet, graphite ink,
   one watercolor accent (--game-accent), handwritten Caveat for
   the display type (shared with the page, OFL — /fonts/LICENSE.txt), mono for
   numbers and annotations. Paper-first: light is the default,
   dark is "night studio". Token NAMES match the Art Daily page
   so a game's canvas inks (--ink/--muted/--game-accent, read via
   getComputedStyle) follow the theme automatically.
   A game's own styles belong BELOW the marker at the end.
   ============================================================ */

@font-face {
  font-family: 'Caveat';
  src: url('../../fonts/caveat-latin.woff2') format('woff2');
  font-weight: 400 700;
  font-display: swap;
}

:root {
  color-scheme: light;
  --bg: #F6EFDF;
  --card: #FDFAF1;
  --ink: #33291E;
  --muted: #766850; /* AA on the paper card (was #8A7B66 at ~3.9:1) */
  --line: #D9CBB2;
  --shadow: rgba(59, 47, 32, 0.16);
  --focus: #C4622F;
  --link: #3E6C8E;
  --prompt: #C4622F;

  --coral: #E26D5A;
  --sunny: #E9A93D;
  --mint: #56A382;
  --sky: #5C93B8;
  --lilac: #907BC0;
  --bubblegum: #D077A0;

  --hand: 'Caveat', 'Segoe Print', 'Comic Sans MS', cursive;
  --mono: ui-monospace, "Cascadia Code", "JetBrains Mono", "Fira Code", Menlo, Consolas, monospace;

  --game-accent: var(--bubblegum); /* TODO: pick this game's accent */
}

:root[data-theme="dark"] {
  color-scheme: dark;
  --bg: #191511;
  --card: #221D16;
  --ink: #EFE7D7;
  --muted: #A39682;
  --line: #443A2C;
  --shadow: rgba(0, 0, 0, 0.5);
  --focus: #E88B4F;
  --link: #7FB2D8;
  --prompt: #E88B4F;

  --coral: #F08262;
  --sunny: #F2B345;
  --mint: #5FBF97;
  --sky: #6FADD6;
  --lilac: #A78FDF;
  --bubblegum: #E58AB5;
}

* { box-sizing: border-box; }

[hidden] { display: none !important; }

html { height: 100%; scrollbar-color: var(--muted) var(--bg); }

/* Selecting text runs a highlighter over it. */
::selection { background: #F3DF7E; color: #33291E; }
:root[data-theme="dark"] ::selection { background: #B99A2E; color: #191511; }

body {
  margin: 0;
  min-height: 100%;
  display: flex;
  flex-direction: column;
  background:
    radial-gradient(color-mix(in srgb, var(--ink) 6%, transparent) 1px, transparent 1.4px) 0 0 / 22px 22px,
    var(--bg);
  color: var(--ink);
  font-family: var(--mono);
  font-variant-ligatures: none;
  font-variant-numeric: tabular-nums lining-nums;
  line-height: 1.6;
  -webkit-font-smoothing: antialiased;
}

a { color: inherit; }

:is(a, button, input, [tabindex]):focus-visible {
  outline: 3px solid var(--focus);
  outline-offset: 3px;
  border-radius: 4px;
}

/* ===== The sheet (keeps the .term class so games need no markup edits) ===== */

.term {
  position: relative;
  background: var(--card);
  border: 1px solid var(--line);
  border-radius: 6px 14px 8px 12px;
  box-shadow: 0 2px 0 var(--shadow), 0 14px 30px -20px var(--shadow);
  text-align: left;
}
/* washi tape holding the sheet */
.term::before {
  content: "";
  position: absolute;
  top: -11px;
  left: 34px;
  width: 84px;
  height: 22px;
  transform: rotate(-3deg);
  background:
    repeating-linear-gradient(105deg, transparent 0 7px, rgba(255, 255, 255, 0.28) 7px 12px),
    color-mix(in srgb, var(--game-accent) 55%, transparent);
  border-radius: 2px;
  box-shadow: 0 1px 2px var(--shadow);
  pointer-events: none;
  z-index: 1;
}

/* The old terminal title bar becomes a pencil label in the corner. */
.term-bar {
  display: flex;
  justify-content: flex-end;
  padding: 10px 16px 0;
}
.dot { display: none; }
.term-title {
  font-size: 0.68rem;
  font-weight: 700;
  color: var(--muted);
  letter-spacing: 0.05em;
}

.term-body { padding: 14px 24px 26px; }

.promptline { margin: 0 0 10px; font-size: 0.85rem; font-weight: 700; color: var(--muted); }
.prompt { color: var(--prompt); font-weight: 900; user-select: none; }

/* ===== Topbar ===== */

.topbar { display: flex; align-items: center; gap: 8px; padding: 16px 16px 8px; }
.topbar-spacer { flex: 1; }

.backlink {
  display: inline-flex;
  align-items: center;
  gap: 6px;
  font-weight: 700;
  font-size: 0.82rem;
  text-decoration: none;
  padding: 7px 14px;
  border: 1px solid var(--line);
  border-radius: 3px 10px 4px 9px;
  background: var(--card);
  box-shadow: 0 2px 0 var(--shadow);
  transform: rotate(-0.6deg);
  transition: transform 0.15s ease, box-shadow 0.15s ease;
}
.backlink:hover { transform: rotate(0deg) translateY(-2px); box-shadow: 0 4px 0 var(--shadow); }

.iconbtn {
  display: inline-flex;
  align-items: center;
  justify-content: center;
  width: 38px;
  height: 38px;
  border-radius: 10px 4px 9px 5px;
  border: 1px solid var(--line);
  background: var(--card);
  color: var(--ink);
  cursor: pointer;
  padding: 0;
  text-decoration: none;
  box-shadow: 0 2px 0 var(--shadow);
  transition: transform 0.15s ease, box-shadow 0.15s ease;
}
.iconbtn:hover { transform: translateY(-2px) rotate(2deg); box-shadow: 0 4px 0 var(--shadow); }

/* Light (default) shows the moon (click → dark); dark shows the sun. */
.ic-sun { display: none; }
:root[data-theme="dark"] .ic-sun { display: inline; }
:root[data-theme="dark"] .ic-moon { display: none; }

/* ===== Stage ===== */

.stage {
  flex: 1;
  width: 100%;
  max-width: 860px;
  margin: 0 auto;
  padding: 20px 20px 48px;
}
.stage.game-wide { max-width: 780px; }

.game-body { text-align: left; }

/* ===== HUD ===== */

.game-hud {
  display: flex;
  align-items: flex-start;
  justify-content: space-between;
  gap: 14px;
  flex-wrap: wrap;
  margin-bottom: 6px;
}

.game-name {
  margin: 0;
  font-family: var(--hand);
  font-size: 2rem;
  font-weight: 700;
  line-height: 1.05;
}
.game-emoji { margin-right: 2px; font-size: 1.5rem; }
.game-tagline {
  margin: 2px 0 0;
  font-family: var(--hand);
  font-size: 1.2rem;
  font-weight: 500;
  color: var(--muted);
}

.hud-stats { display: flex; gap: 8px; margin: 0; }

.hud-stat {
  min-width: 64px;
  padding: 5px 10px 6px;
  border: 1px solid var(--line);
  border-radius: 4px 10px 5px 9px;
  background: color-mix(in srgb, var(--line) 14%, var(--card));
  text-align: center;
}
.hud-stat dt {
  font-size: 0.6rem;
  font-weight: 700;
  letter-spacing: 0.08em;
  text-transform: uppercase;
  color: var(--muted);
}
.hud-stat dd {
  margin: 0;
  font-size: 1.05rem;
  font-weight: 900;
  /* the 45% mix — the same ink the canvas uses — measured worst case 5.01:1 on paper (sunny); 55% left sunny at 4.09, under the 4.5 text owes */
  color: color-mix(in srgb, var(--game-accent) 45%, var(--ink));
}
/* …and pure accent on the dark sheet, where it already passes. */
:root[data-theme="dark"] .hud-stat dd { color: var(--game-accent); }

.hint { min-height: 1.6em; margin: 6px 0 10px; color: var(--muted); font-size: 0.83rem; font-weight: 600; }

/* ===== Drill stage ===== */

.game-stage { position: relative; }

/* The canvas stays transparent; this graph-paper grid shows through.
   Games repaint on ArtDaily.onTheme() so inks follow the theme. */
.game-canvas {
  display: block;
  width: 100%;
  border: 1px solid var(--line);
  border-radius: 5px 12px 6px 11px;
  background:
    radial-gradient(color-mix(in srgb, var(--ink) 8%, transparent) 1px, transparent 1.5px) 0 0 / 18px 18px,
    var(--card);
  touch-action: none;      /* draw, don't scroll, on touch screens */
  cursor: crosshair;
}

/* Score pop — a little sticker. The global reduced-motion rule
   flattens the animation. */
.toast {
  position: absolute;
  left: 50%;
  top: 14px;
  transform: translateX(-50%) rotate(-1.5deg);
  padding: 6px 16px;
  border: 1px solid var(--line);
  border-radius: 4px 12px 5px 10px;
  background: var(--card);
  box-shadow: 0 3px 0 var(--shadow);
  font-family: var(--hand);
  font-size: 1.2rem;
  font-weight: 700;
  white-space: nowrap;
  animation: toast-pop 0.25s ease;
}
.toast .toast-accent { color: color-mix(in srgb, var(--game-accent) 45%, var(--ink)); }
:root[data-theme="dark"] .toast .toast-accent { color: var(--game-accent); }
@keyframes toast-pop {
  from { transform: translateX(-50%) translateY(-8px) rotate(-1.5deg); opacity: 0; }
  to   { transform: translateX(-50%) translateY(0) rotate(-1.5deg);    opacity: 1; }
}

/* ===== Controls — sticker buttons ===== */

.game-controls { display: flex; flex-wrap: wrap; gap: 10px; margin-top: 14px; }

.btn {
  font-family: var(--hand);
  font-size: 1.18rem;
  font-weight: 700;
  color: var(--ink);
  padding: 6px 18px;
  border: 1px solid var(--line);
  border-radius: 4px 12px 5px 10px;
  background: var(--card);
  box-shadow: 0 2px 0 var(--shadow);
  cursor: pointer;
  transform: rotate(-0.5deg);
  transition: transform 0.15s ease, box-shadow 0.15s ease;
}
.btn:hover { transform: rotate(0deg) translateY(-2px); box-shadow: 0 4px 0 var(--shadow); }
.btn:active { transform: translateY(1px); box-shadow: 0 1px 0 var(--shadow); }
.btn:disabled { opacity: 0.45; cursor: default; transform: none; box-shadow: 0 1px 0 var(--shadow); }

.btn-primary {
  background: color-mix(in srgb, var(--game-accent) 26%, var(--card));
  border-color: color-mix(in srgb, var(--game-accent) 60%, var(--line));
}

.howto {
  margin-top: 12px;
  padding: 10px 16px;
  border: 1px dashed var(--line);
  border-radius: 6px 12px 6px 12px;
  color: var(--muted);
  font-size: 0.83rem;
  font-weight: 600;
}
.howto p { margin: 4px 0; }
.howto-cmd { font-weight: 800; }

/* ---- page copy ----
   What this drill is, in prose, for the visitor who arrived from a search
   result rather than from the catalogue — the drill itself says almost
   nothing a crawler can read, because it is a canvas. It sits OUTSIDE
   <main> and is hidden in the player (see the :root.embed rule further
   down), so the arcade's iframe is exactly what it always was. */
.about {
  width: 100%;
  max-width: 860px;      /* the .stage column, so it lines up under the drill */
  margin: 0 auto;
  padding: 0 20px 40px;
  color: var(--muted);
  font-size: 0.92rem;
  line-height: 1.65;
}
.about h2, .about h3 {
  color: var(--ink);
  font-family: var(--hand);
  font-weight: 700;
  letter-spacing: 0.01em;
}
.about h2 { font-size: 1.5rem; margin: 8px 0 6px; }
.about h3 { font-size: 1.2rem; margin: 18px 0 4px; }
.about p { margin: 0 0 10px; }
.about a { color: var(--link); }
.about-more {
  margin-top: 16px;
  padding-top: 12px;
  border-top: 1px dashed var(--line);
  font-size: 0.86rem;
}

/* ===== Footer ===== */

.footer { text-align: center; padding: 40px 20px 28px; color: var(--muted); }
.footnav {
  display: flex;
  flex-wrap: wrap;
  align-items: center;
  justify-content: center;
  gap: 10px;
  font-weight: 700;
  font-size: 0.85rem;
}
.footnav a { text-decoration: none; }
.footnav a:hover { text-decoration: underline wavy; text-decoration-thickness: 2px; }
#supportLinks { display: contents; }
.heart-ink { color: var(--coral); }
.fineprint { margin: 12px 0 0; font-size: 0.76rem; }

/* ===== Embedded inside the Art Daily player ===== */
/* The player supplies the sheet, so the game sheds its own. */

:root.embed .topbar,
:root.embed .footer,
:root.embed .term-bar { display: none; }
:root.embed .stage { padding: 10px 12px 16px; max-width: none; }
:root.embed .term { border: 0; box-shadow: none; border-radius: 0; background: transparent; }
:root.embed .term::before { display: none; }
:root.embed .term-body { padding: 0; }
:root.embed .about { display: none; }

@media (max-width: 480px) {
  .stage { padding: 14px 12px 36px; }
  .term-body { padding: 12px 16px 20px; }
  .game-name { font-size: 1.7rem; }
}

@media (prefers-reduced-motion: reduce) {
  *, *::before, *::after {
    animation-duration: 0.01ms !important;
    animation-delay: 0s !important;
    animation-iteration-count: 1 !important;
    transition-duration: 0.01ms !important;
  }
}

/* The SDK fills this when it knows the input hardware. Scores are eased
   per device, so the drill says which device it eased for. */
.hud-input { min-width: 0; border: 0; background: none; padding: 5px 2px; display: flex; align-items: flex-end; }
.hud-input dd {
  margin: 0;
  font-family: var(--mono);
  font-size: 0.6rem;
  font-weight: 700;
  letter-spacing: 0.04em;
  color: var(--muted);
  max-width: 8.5rem;
  line-height: 1.25;
}

/* Shown by the SDK when a drill is played on its own page: progress
   lives per-origin, so a standalone score needs a way home. */
.handoff {
  margin: 12px 0 0;
  padding: 9px 14px;
  font-size: 0.82rem;
  font-weight: 700;
  color: var(--muted);
  border: 1px dashed color-mix(in srgb, var(--game-accent) 55%, var(--line));
  border-radius: 5px 12px 6px 11px;
  background: color-mix(in srgb, var(--game-accent) 8%, transparent);
}
.handoff-link {
  font-family: var(--hand);
  font-size: 1.15rem;
  font-weight: 700;
  color: color-mix(in srgb, var(--game-accent) 45%, var(--ink));
  text-decoration: underline;
  text-underline-offset: 3px;
}
:root[data-theme="dark"] .handoff-link { color: var(--game-accent); }

/* ============================================================
   game-specific styles below this line
   ============================================================ */

/* Canvas line-work rose. --game-accent (--bubblegum) is a wash colour:
   at full strength it is still only 2.95:1 against the paper card, so
   the revealed ellipse drawn in it would miss AA on the light sheet.
   --game-line is the same rose at graphite weight, used for the strokes
   that MEAN something (the true ellipse, the tinted face's outline):
   5.2:1 on paper, 8:1 on the night sheet. game.js reads both via
   getComputedStyle inside draw(), so a theme flip repaints correctly. */
:root { --game-line: #A84876; }
:root[data-theme="dark"] { --game-line: #EA9CC1; }

/* "lock it in" — a sticker pinned to the sheet's corner, over the
   canvas. Min 44px tall so it is an easy thumb target. */
.btn-lock {
  position: absolute;
  right: 10px;
  bottom: 10px;
  min-height: 44px;
  min-width: 120px;
  background: color-mix(in srgb, var(--game-accent) 26%, var(--card));
  border-color: color-mix(in srgb, var(--game-accent) 60%, var(--line));
  transform: rotate(0.8deg);
}
.btn-lock:hover { transform: rotate(0deg) translateY(-2px); }

/* On a narrow canvas the sticker would sit ON the plate's drag
   territory — a tap meant for the centre would score the face
   instead — so it steps off the sheet into a plain row below. */
@media (max-width: 640px) {
  .btn-lock {
    position: static;
    display: block;
    margin: 10px auto 0;
  }
}

/* While a handle is being dragged (or a stroke swept) the crosshair
   is wrong. */
.game-canvas.dragging { cursor: grabbing; }

/* A slow sweep is a long press to iOS Safari: without these it raises the
   copy/share callout over the sheet mid-stroke, and a drag that starts on
   the canvas can select the text around it. */
.game-canvas {
  -webkit-touch-callout: none;
  -webkit-user-select: none;
  user-select: none;
}

/* Thumb-sized targets in the controls row, and touch-action:
   manipulation so a quick double press is two presses rather than an iOS
   zoom that persists into the next sweep. */
.game-controls .btn,
.btn-lock {
  min-height: 44px;
  touch-action: manipulation;
}

/* the canvas sits above the fold, so a downward drag begun on the hint
   line or the HUD band pulls-to-refresh and destroys the round */
html, body { overscroll-behavior-y: contain; }
