feat(frontend): tema monokrom + sidebar animasi game-menu + gate ringan mobile
This commit is contained in:
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# GMW FE — Monokrom Hitam-Putih + Sidebar Ala Menu Game + Ringan di Mobile
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Tanggal: 2026-08-24 · Basis: `eda5c75` (shell usable hasil revert)
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## Tujuan
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1. Tema **monokrom murni** (hitam-putih, tanpa warna) di dark & light.
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2. Sidebar (desktop NavRail + mobile dock) beranimasi **ala menu game** — corner
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brackets, sweep, stagger masuk, marker segitiga.
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3. **Ringan di mobile**: matikan WebGL ambient di layar kecil, kurangi biaya
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blur/backdrop, animasi transform/opacity saja.
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## Non-goals
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- Tidak menyentuh backend, endpoint, hooks/data-flow, struktur route.
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- Tidak menambah dependensi baru (CSS murni untuk semua animasi).
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## File yang disentuh
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| File | Perubahan |
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|---|---|
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| `src/app/globals.css` | Token mono (dark+light): signal/amber/vermilion → skala putih-abu; `.glass` blur adaptif; kelas baru `.game-nav-item` (bracket ::before/::after, sweep, stagger via `--i`), `.game-frame` (panel sudut terpotong + garis tergambar), keyframes `sweep-x`, `draw-line`, `nav-in`; media query `<md`: blur 18→8px, hambat animasi berat |
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| `src/components/shell/nav-rail.tsx` | Item pakai `.game-nav-item` + `style={{'--i': n}}`; marker aktif jadi segitiga ▸ putih; hapus box-shadow glow besar (ganti sweep) |
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| `src/components/shell/mobile-nav.tsx` | Dock mono: tab aktif = bar atas putih + sweep sekali; target sentuh ≥44px; hapus glow blob |
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| `src/components/shell/topbar.tsx` | Aksen mono + `.game-frame` pada container (cek markup dulu) |
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| `src/components/ambient/ambient-canvas.tsx` | Early-return WebGL bila `(pointer: coarse)` / lebar <768 / `saveData` / core ≤4; fallback statik CSS tetap |
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| `src/components/ambient/status/signal tone` (`SIGNAL_RGB`) | Semua tone jadi grayscale (putih; intensitas beda per tone) |
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| `src/app/(dashboard)/dashboard/view.tsx` | Hero + kartu metrik pakai `.game-frame`/cut-corner sebagai showcase |
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## Keputusan desain
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- **Full monokrom termasuk danger**: flag/moderation tidak lagi merah —
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ditandai badge putih-di-atlas-hitam inversi + pulse. Kalau user kangen merah,
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tinggal isi ulang `--color-vermilion`.
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- Semua animasi hanya `transform`/`opacity` (compositor-friendly), hormati
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`prefers-reduced-motion` (sudah ada kill-switch global).
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## Verifikasi (gerbang)
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1. `tsc --noEmit` bersih; biome 0 error 0 warning.
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2. `pnpm build` sukses; smoke lokal 4024 → 9 route 200.
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3. Push → GHA "Build & Deploy (Nix)" hijau → live 9×200.
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4. Visual check live: desktop (rail game-menu terlihat) + cek rule mobile
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(media query & gate kode) — screenshot disimpan.
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@@ -87,7 +87,7 @@ export function DashboardView({
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return (
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<div className="space-y-5">
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{/* Hero */}
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<GlassPanel glow className="relative overflow-hidden">
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<GlassPanel glow className="game-frame relative overflow-hidden">
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<div className="scan-line absolute inset-x-0 top-0" />
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<div className="flex flex-wrap items-end justify-between gap-4">
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<div>
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@@ -29,13 +29,13 @@
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--color-hairline: oklch(1 0 0 / 0.1);
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--hairline-w: 1px;
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/* ── Semantic signals ── */
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--color-signal: oklch(0.86 0.19 128);
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--color-signal-ink: oklch(0.18 0.03 70);
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--color-signal-glow: oklch(0.86 0.19 128 / 0.4);
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--color-amber: oklch(0.85 0.15 72);
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--color-vermilion: oklch(0.68 0.21 25);
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--color-vermilion-glow: oklch(0.68 0.21 25 / 0.4);
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/* ── Semantic signals (monochrome: tone = luminance steps) ── */
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--color-signal: oklch(0.97 0 0);
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--color-signal-ink: oklch(0.1 0 0);
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--color-signal-glow: oklch(1 0 0 / 0.35);
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--color-amber: oklch(0.72 0 0);
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--color-vermilion: oklch(0.85 0 0);
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--color-vermilion-glow: oklch(1 0 0 / 0.45);
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--color-ring: var(--color-signal);
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@@ -74,8 +74,8 @@
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background: oklch(0.22 0.02 70 / 0.34);
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}
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.light ::selection {
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background: var(--color-signal-glow);
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color: var(--color-ink);
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background: oklch(0.2 0 0 / 0.9);
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color: oklch(1 0 0);
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}
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@layer base {
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@@ -300,6 +300,138 @@
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}
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}
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/* ═══ Game-menu nav (monochrome) ═══
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Corner brackets + one-shot light sweep + staggered entrance.
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Pure transform/opacity — compositor only. */
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.game-nav-item {
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--i: 0;
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position: relative;
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isolation: isolate;
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animation: nav-in 0.45s cubic-bezier(0.22, 1, 0.36, 1) both;
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animation-delay: calc(var(--i) * 45ms);
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}
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/* corner brackets on hover/active */
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.game-nav-item::before,
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.game-nav-item::after {
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content: "";
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position: absolute;
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inset: 0;
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opacity: 0;
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transition: opacity 0.2s ease;
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pointer-events: none;
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}
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.game-nav-item::before {
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border-left: 1.5px solid currentColor;
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border-top: 1.5px solid currentColor;
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border-top-left-radius: 13px;
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clip-path: polygon(0 0, 55% 0, 55% 28%, 28% 28%, 28% 100%, 0 100%);
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}
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.game-nav-item::after {
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border-right: 1.5px solid currentColor;
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border-bottom: 1.5px solid currentColor;
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border-bottom-right-radius: 13px;
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clip-path: polygon(100% 100%, 45% 100%, 45% 72%, 72% 72%, 72% 0, 100% 0);
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}
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.game-nav-item:hover::before,
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.game-nav-item:hover::after,
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.game-nav-item.is-active::before,
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.game-nav-item.is-active::after {
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opacity: 0.9;
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}
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/* one-shot sweep */
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.game-nav-item .game-sweep {
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position: absolute;
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inset: 0;
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overflow: hidden;
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border-radius: inherit;
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pointer-events: none;
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}
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.game-nav-item .game-sweep > i {
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position: absolute;
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top: -20%;
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bottom: -20%;
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width: 34%;
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left: -60%;
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background: linear-gradient(
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105deg,
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transparent,
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oklch(1 0 0 / 0.16),
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transparent
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);
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transform: skewX(-14deg);
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}
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.game-nav-item:hover .game-sweep > i,
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.game-nav-item.is-active .game-sweep > i {
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animation: sweep-x 0.55s ease-out both;
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}
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/* active triangle marker (game cursor) */
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.game-marker {
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position: absolute;
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top: 50%;
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width: 0;
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height: 0;
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border-block: 5px solid transparent;
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border-left: 7px solid currentColor;
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transform: translateY(-50%);
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filter: drop-shadow(0 0 4px var(--color-signal-glow));
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}
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@keyframes sweep-x {
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from { left: -60%; }
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to { left: 130%; }
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}
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@keyframes nav-in {
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from { opacity: 0; transform: translateX(-10px); }
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to { opacity: 1; transform: translateX(0); }
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}
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/* ── Game frame: panel with cut corners + drawn-in edge lines ── */
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.game-frame {
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position: relative;
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}
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.game-frame::before {
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content: "";
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position: absolute;
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inset: 0;
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border-radius: inherit;
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pointer-events: none;
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background:
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linear-gradient(var(--color-hairline), var(--color-hairline)) top left /
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26px 1.5px,
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linear-gradient(var(--color-hairline), var(--color-hairline)) top left / 1.5px
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26px,
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linear-gradient(var(--color-hairline), var(--color-hairline)) top right /
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26px 1.5px,
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linear-gradient(var(--color-hairline), var(--color-hairline)) top right / 1.5px
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26px,
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linear-gradient(var(--color-hairline), var(--color-hairline)) bottom left /
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26px 1.5px,
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linear-gradient(var(--color-hairline), var(--color-hairline)) bottom left /
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1.5px 26px,
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linear-gradient(var(--color-hairline), var(--color-hairline)) bottom right /
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26px 1.5px,
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linear-gradient(var(--color-hairline), var(--color-hairline)) bottom right /
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1.5px 26px;
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background-repeat: no-repeat;
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}
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/* ── Mobile lightness (<md): cheaper blur, shorter animations ── */
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@media (max-width: 767px) {
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.glass {
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backdrop-filter: blur(8px);
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-webkit-backdrop-filter: blur(8px);
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}
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.game-nav-item {
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animation-duration: 0.25s;
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animation-delay: calc(var(--i) * 18ms);
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}
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.scan-line::after,
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.animate-shimmer {
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display: none;
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}
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}
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@media (prefers-reduced-motion: reduce) {
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.scan-line::after,
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.scan-line,
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@@ -67,6 +67,19 @@ export function AmbientCanvas({
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const mount = mountRef.current;
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if (!mount) return;
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// Lightness gate: skip the WebGL layer entirely on small/coarse/data-saver
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// devices — the static CSS fallback below stays. Desktop keeps the haze.
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const nav = navigator as Navigator & {
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connection?: { saveData?: boolean; deviceMemory?: number };
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deviceMemory?: number;
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};
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const lightDevice =
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window.matchMedia("(max-width: 767px)").matches ||
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window.matchMedia("(pointer: coarse)").matches ||
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nav.connection?.saveData === true ||
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(nav.deviceMemory ?? 8) <= 4;
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if (lightDevice) return;
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let renderer: THREE.WebGLRenderer;
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try {
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renderer = new THREE.WebGLRenderer({
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@@ -12,11 +12,14 @@ import { AmbientCanvas } from "./ambient-canvas";
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export type SignalTone = "signal" | "amber" | "vermilion";
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/** sRGB triplets for the three semantic signals (matches globals.css). */
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/**
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* sRGB triplets for the three semantic signals — MONOCHROME build:
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* tone is expressed as luminance/intensity, not hue (black & white theme).
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*/
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export const SIGNAL_RGB: Record<SignalTone, [number, number, number]> = {
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signal: [0.42, 1.0, 0.52],
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amber: [1.0, 0.76, 0.28],
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vermilion: [1.0, 0.34, 0.28],
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signal: [0.92, 0.94, 0.96], // nominal — near-white
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amber: [0.62, 0.64, 0.68], // warn — mid grey
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vermilion: [0.78, 0.8, 0.84], // danger — bright flash grey
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};
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export interface AmbientState {
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@@ -24,16 +24,25 @@ export function MobileNav() {
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aria-label={item.label}
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aria-current={active ? "page" : undefined}
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className={cn(
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"relative flex flex-1 flex-col items-center justify-center rounded-[12px] rounded-t-[20px] px-2 pb-[calc(0.4rem+env(safe-area-inset-bottom))] pt-2 md:hidden",
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"game-nav-item relative flex min-h-[44px] flex-1 flex-col items-center justify-center rounded-t-[20px] px-2 pt-2 pb-[calc(0.4rem+env(safe-area-inset-bottom))] md:hidden",
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active
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? "bg-signal/15 text-signal"
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: "text-ink-faint hover:bg-white/5 hover:text-ink-soft",
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? "is-active text-white"
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: "text-ink-faint hover:text-ink-soft",
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)}
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>
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{active && (
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<span className="absolute -top-2 h-8 w-8 rounded-full bg-signal shadow-[0_0_12px_var(--color-signal-glow)]" />
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<span
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aria-hidden="true"
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className="absolute inset-x-4 top-0 h-[2px] bg-white shadow-[0_0_8px_var(--color-signal-glow)]"
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/>
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)}
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<item.icon className="size-[20px]" strokeWidth={active ? 2.4 : 2} />
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<span className="game-sweep" aria-hidden="true">
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<i />
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</span>
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<item.icon
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className="relative z-10 size-[20px]"
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strokeWidth={active ? 2.4 : 2}
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/>
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{item.label}
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</Link>
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);
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@@ -9,30 +9,37 @@ function NavItem({
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label,
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active,
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Icon,
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index,
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}: {
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href: string;
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label: string;
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active: boolean;
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Icon: React.ComponentType<React.SVGProps<SVGSVGElement>>;
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index: number;
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}) {
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return (
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<a
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href={href}
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aria-label={label}
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aria-current={active ? "page" : undefined}
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style={{ "--i": index } as React.CSSProperties}
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className={cn(
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"group relative flex size-11 items-center justify-center rounded-[13px] transition-all",
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"game-nav-item group flex size-11 items-center justify-center rounded-[13px] transition-colors",
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active
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? "bg-signal/15 text-signal"
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? "is-active bg-white/10 text-white"
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: "text-ink-faint hover:bg-white/5 hover:text-ink-soft",
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)}
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>
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{active && (
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<span className="absolute -left-3 h-6 w-1 rounded-full bg-signal shadow-[0_0_12px_var(--color-signal-glow)]" />
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)}
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<Icon className="size-[18px]" strokeWidth={active ? 2.4 : 2} />
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{active && <span className="game-marker -left-3.5" />}
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<span className="game-sweep" aria-hidden="true">
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<i />
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</span>
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<Icon
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className="relative z-10 size-[18px]"
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strokeWidth={active ? 2.4 : 2}
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/>
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{/* hover tooltip — labels are hidden in the rail, so surface on hover */}
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<span className="pointer-events-none absolute left-full z-50 ml-3 hidden whitespace-nowrap rounded-[9px] border border-hairline bg-canvas-2 px-2.5 py-1.5 text-xs font-medium text-ink-soft opacity-0 shadow-lg transition-opacity group-hover:opacity-100 md:block">
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<span className="pointer-events-none absolute left-full z-50 ml-3 hidden whitespace-nowrap rounded-[9px] border border-hairline bg-canvas-2 px-2.5 py-1.5 font-mono text-xs font-medium text-ink-soft opacity-0 shadow-lg transition-opacity group-hover:opacity-100 md:block">
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{label}
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</span>
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</a>
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@@ -46,11 +53,12 @@ export function NavRail() {
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return (
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<nav className="glass mb-[calc(0.75rem+env(safe-area-inset-bottom))] ml-[calc(0.75rem+env(safe-area-inset-left))] mt-[calc(0.75rem+env(safe-area-inset-top))] hidden w-[68px] flex-col items-center gap-1 rounded-[18px] py-4 md:flex">
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<div className="flex flex-1 flex-col gap-1">
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{navItems.map((item) => (
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{navItems.map((item, i) => (
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<NavItem
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key={item.href}
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href={item.href}
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label={item.label}
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index={i}
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active={isActivePath(path, item.matchPrefix)}
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Icon={item.icon}
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/>
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Block a user