TabbedDialog and the boxed tab strip, as Dip has them; the tally's comment describes the tally
TabbedDialog keeps its own backdrop here, since the template has no shared one; a game that has one may drop it. The template's hall still opens its about panel with About.svelte. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
6039b6c248
commit
c3fca6c5c7
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<script lang="ts">
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// A dialog of tabs: the about panel, how to play, the rules. The address
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// names it, so a plain link opens it: #rules opens the rules, #guide/notation
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// how to play at its notation. It closes with its button, a click outside
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// it, or Escape. The tab last read is the one it reopens on. `open` tells
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// the page whether it is showing.
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import { untrack, type Snippet } from 'svelte';
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import { goto } from '$app/navigation';
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import { page } from '$app/state';
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import Tabs, { type Tab } from './Tabs.svelte';
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let {
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address,
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title,
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label = title,
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tabs,
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intro,
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open = $bindable(false)
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}: { address: string; title: string; label?: string; tabs: Tab[]; intro?: Snippet; open?: boolean } = $props();
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let current = $state('');
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// The router holds the address, and the dialog is open exactly while the address names it.
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// Every change goes through the router too, so it never loses track of where the page is.
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const [named, tab] = $derived.by(() => {
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const [name, t] = page.url.hash.slice(1).split('/');
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return [name === address, t] as const;
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});
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$effect(() => {
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open = named;
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});
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$effect(() => {
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if (named && tabs.some((t) => t.id === tab)) untrack(() => (current = tab));
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});
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// The address follows the chosen tab, so what is being read can be linked to.
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$effect(() => {
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if (named && current && current !== untrack(() => tab)) show(current);
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});
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const bare = () => `${location.pathname}${location.search}`;
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const quietly = { replaceState: true, noScroll: true, keepFocus: true };
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function show(id: string) {
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goto(`${bare()}#${address}/${id}`, quietly);
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}
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function close() {
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goto(bare(), quietly);
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}
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function onKey(e: KeyboardEvent) {
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if (named && e.key === 'Escape') close();
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}
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</script>
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<svelte:window onkeydown={onKey} />
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{#if named}
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<div class="scrim" role="presentation" onclick={(ev) => ev.target === ev.currentTarget && close()}>
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<div class="panel" role="dialog" aria-modal="true" aria-labelledby="{address}-title">
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<header>
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<h2 id="{address}-title">{title}</h2>
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<button type="button" class="close" aria-label="Close" onclick={close}>×</button>
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</header>
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<div class="body">
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{#if intro}<div class="intro">{@render intro()}</div>{/if}
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<Tabs {tabs} {label} bind:current />
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</div>
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</div>
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</div>
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{/if}
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<style>
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/* Its own backdrop: not every game has another dialog to share one with. */
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.scrim {
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position: fixed;
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inset: 0;
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z-index: 20;
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background: rgba(0, 0, 0, 0.55);
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display: grid;
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place-items: center;
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padding: 16px;
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}
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/* min-width 0 all the way down, so wide content (the notation's table) scrolls in place instead of widening the dialog past a phone's screen. */
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.panel {
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width: min(100%, 44rem);
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min-width: 0;
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max-height: 100%;
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display: flex;
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flex-direction: column;
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background: var(--slate);
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border: 1px solid var(--rule-strong);
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border-radius: 6px;
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padding: 1rem 1.4rem 1.2rem;
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}
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header {
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display: flex;
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align-items: baseline;
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justify-content: space-between;
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gap: 1rem;
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}
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h2 {
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font-size: 1.3rem;
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margin: 0 0 0.6rem;
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}
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.close {
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background: none;
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border: none;
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color: inherit;
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font-size: 1.5rem;
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line-height: 1;
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cursor: pointer;
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padding: 0.2rem 0.4rem;
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}
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.body {
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overflow: auto;
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min-height: 12rem;
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min-width: 0;
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}
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.intro {
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color: var(--bone-dim);
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}
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.body :global(a) {
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color: var(--frost);
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}
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.body :global(h3) {
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font-size: 1rem;
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font-style: italic;
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margin: 0.9rem 0 0.2rem;
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color: var(--bone);
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}
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.body :global(h3:first-child) {
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margin-top: 0;
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}
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/* The tab strip stays in view while a long tab scrolls beneath it. */
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.body :global([role='tablist']) {
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position: sticky;
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top: 0;
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z-index: 1;
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background: var(--slate);
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}
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</style>
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@@ -10,40 +10,22 @@
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</script>
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</script>
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<script lang="ts">
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<script lang="ts">
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// A strip of tabs over one panel, for a page or a dialog that would
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// A strip of tabs over one panel, for a dialog that would otherwise be one
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// otherwise be one long read. Arrow keys walk the tabs, Home and End go to
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// long read. Arrow keys walk the tabs, Home and End go to the ends.
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// the ends. With `address`, the page's #fragment names the open tab, so a
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// link to /rules#syntax opens that tab and choosing a tab can be linked to.
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import { tick } from 'svelte';
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import { tick } from 'svelte';
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let { tabs, label, current = $bindable(''), address = false }: { tabs: Tab[]; label: string; current?: string; address?: boolean } = $props();
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let { tabs, label, current = $bindable('') }: { tabs: Tab[]; label: string; current?: string } = $props();
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const uid = $props.id();
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const uid = $props.id();
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const shown = $derived(tabs.find((t) => t.id === current) ?? tabs[0]);
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const shown = $derived(tabs.find((t) => t.id === current) ?? tabs[0]);
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let tabButtons: HTMLButtonElement[] = $state([]);
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let tabButtons: HTMLButtonElement[] = $state([]);
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$effect(() => {
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if (!address) return;
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const fromHash = () => {
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const id = location.hash.slice(1);
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if (tabs.some((t) => t.id === id)) current = id;
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};
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fromHash();
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window.addEventListener('hashchange', fromHash);
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return () => window.removeEventListener('hashchange', fromHash);
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});
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function choose(id: string) {
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current = id;
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if (address) history.replaceState(history.state, '', `${location.pathname}${location.search}#${id}`);
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}
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async function onKey(e: KeyboardEvent, i: number) {
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async function onKey(e: KeyboardEvent, i: number) {
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const to = e.key === 'ArrowRight' ? i + 1 : e.key === 'ArrowLeft' ? i - 1 : e.key === 'Home' ? 0 : e.key === 'End' ? tabs.length - 1 : null;
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const to = e.key === 'ArrowRight' ? i + 1 : e.key === 'ArrowLeft' ? i - 1 : e.key === 'Home' ? 0 : e.key === 'End' ? tabs.length - 1 : null;
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if (to === null) return;
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if (to === null) return;
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e.preventDefault();
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e.preventDefault();
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const next = (to + tabs.length) % tabs.length;
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const next = (to + tabs.length) % tabs.length;
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choose(tabs[next].id);
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current = tabs[next].id;
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await tick();
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await tick();
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tabButtons[next]?.focus();
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tabButtons[next]?.focus();
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}
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}
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@@ -60,7 +42,7 @@
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tabindex={shown.id === t.id ? 0 : -1}
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tabindex={shown.id === t.id ? 0 : -1}
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class:on={shown.id === t.id}
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class:on={shown.id === t.id}
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bind:this={tabButtons[i]}
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bind:this={tabButtons[i]}
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onclick={() => choose(t.id)}
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onclick={() => (current = t.id)}
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onkeydown={(e) => onKey(e, i)}>{t.label}</button
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onkeydown={(e) => onKey(e, i)}>{t.label}</button
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>
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>
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{/each}
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{/each}
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@@ -70,35 +52,36 @@
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</div>
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</div>
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<style>
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<style>
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/* Small capitals in a row that may wrap, the open tab boxed: a second row reads as more buttons, not a broken line. */
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.tabs {
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.tabs {
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display: flex;
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display: flex;
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flex-wrap: wrap;
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flex-wrap: wrap;
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gap: 0.2rem 0.4rem;
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gap: 0.3rem;
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padding-bottom: 0.5rem;
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border-bottom: 1px solid var(--rule-strong);
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border-bottom: 1px solid var(--rule-strong);
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margin: 0.6rem 0 0.8rem;
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margin: 0.6rem 0 0.8rem;
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}
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}
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.tabs button {
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.tabs button {
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font-family: var(--font-ui);
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font-size: 0.74rem;
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letter-spacing: 0.1em;
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text-transform: uppercase;
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background: none;
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background: none;
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border: none;
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border: 1.5px solid transparent;
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border-bottom: 3px solid transparent;
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border-radius: 3px;
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color: inherit;
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color: var(--bone-dim);
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opacity: 0.75;
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padding: 0.3rem 0.6rem;
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font: inherit;
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padding: 0.35rem 0.5rem 0.4rem;
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cursor: pointer;
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cursor: pointer;
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}
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}
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.tabs button:hover {
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color: var(--bone);
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}
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.tabs button.on {
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.tabs button.on {
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opacity: 1;
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border-color: var(--bone);
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border-bottom-color: currentColor;
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color: var(--bone);
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background: var(--slate-deep);
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}
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}
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.panel :global(p + p) {
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.panel :global(p + p) {
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margin-top: 0.7rem;
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margin-top: 0.7rem;
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}
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}
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.panel :global(h3) {
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font-size: 1.05rem;
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margin: 1rem 0 0.4rem;
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}
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.panel :global(h3:first-child) {
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margin-top: 0;
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}
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</style>
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</style>
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@@ -7,9 +7,9 @@
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</script>
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</script>
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<script lang="ts">
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<script lang="ts">
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// What the ledgers add up to, told as Wiz-War tells it: a few counts that
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// What the ledgers add up to: a few counts that are the game's own story,
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// are the game's own story, large, on cards; then the rest in a column of
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// large, on cards; then the rest in a column of figures; then the fine
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// figures; then the fine print. Each game chooses its counts and words.
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// print. Each game chooses its counts and words.
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let { headline, details, note, title = 'How much love the table is getting' }: { headline: TallyLine[]; details: TallyLine[]; note?: string; title?: string } =
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let { headline, details, note, title = 'How much love the table is getting' }: { headline: TallyLine[]; details: TallyLine[]; note?: string; title?: string } =
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$props();
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$props();
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