|
|
|
.ingameDialog {
|
|
|
|
position: absolute;
|
|
|
|
top: 0;
|
|
|
|
left: 0;
|
|
|
|
right: 0;
|
|
|
|
bottom: 0;
|
|
|
|
pointer-events: all;
|
|
|
|
background: $modalDialogBg;
|
|
|
|
|
|
|
|
display: flex;
|
|
|
|
align-items: center;
|
|
|
|
justify-content: center;
|
|
|
|
|
|
|
|
@include InlineAnimation(0.12s ease-in-out) {
|
|
|
|
0% {
|
|
|
|
background-color: transparent;
|
|
|
|
opacity: 0.5;
|
|
|
|
}
|
|
|
|
100% {
|
|
|
|
background-color: $modalDialogBg;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
$darkModeDialogBg: darken($darkModeGameBackground, 5);
|
|
|
|
|
|
|
|
@include DarkThemeOverride {
|
|
|
|
background: rgba($darkModeDialogBg, 0.9);
|
|
|
|
@include InlineAnimation(0.12s ease-in-out) {
|
|
|
|
0% {
|
|
|
|
background-color: transparent;
|
|
|
|
opacity: 0.5;
|
|
|
|
}
|
|
|
|
100% {
|
|
|
|
background-color: rgba($darkModeDialogBg, 0.9);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
> .dialogInner.optionChooserDialog .optionParent {
|
|
|
|
.option {
|
|
|
|
background: $darkModeControlsBackground;
|
|
|
|
|
|
|
|
&:hover {
|
|
|
|
background-color: lighten($darkModeControlsBackground, 5);
|
|
|
|
}
|
|
|
|
|
|
|
|
&.active {
|
|
|
|
background: $colorBlueBright;
|
|
|
|
color: #fff;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
&.visible {
|
|
|
|
.dialogInner {
|
|
|
|
opacity: 1;
|
|
|
|
}
|
|
|
|
backdrop-filter: blur(D(3px));
|
|
|
|
}
|
|
|
|
|
|
|
|
.dialogInner {
|
|
|
|
transition: opacity 0.2s ease-in-out;
|
|
|
|
opacity: 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
&.loadingDialog {
|
|
|
|
* {
|
|
|
|
color: #fff;
|
|
|
|
}
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
|
|
|
|
display: flex;
|
|
|
|
flex-direction: column;
|
|
|
|
|
|
|
|
.text {
|
|
|
|
text-transform: uppercase;
|
|
|
|
@include S(margin-bottom, 10px);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
> .dialogInner {
|
|
|
|
background: #fff;
|
|
|
|
max-height: calc(100vh - #{D(40px)});
|
|
|
|
@include S(border-radius, $globalBorderRadius);
|
|
|
|
display: flex;
|
|
|
|
flex-direction: column;
|
|
|
|
@include S(padding, 12px);
|
|
|
|
pointer-events: all;
|
|
|
|
|
|
|
|
@include DarkThemeOverride {
|
|
|
|
background: darken($darkModeControlsBackground, 5);
|
|
|
|
}
|
|
|
|
|
|
|
|
&.optionChooserDialog {
|
|
|
|
.optionParent {
|
|
|
|
display: grid;
|
|
|
|
@include S(grid-gap, 5px);
|
|
|
|
grid-template-columns: 1fr 1fr;
|
|
|
|
.option {
|
|
|
|
pointer-events: all;
|
|
|
|
cursor: pointer;
|
|
|
|
@include S(padding, 10px);
|
|
|
|
|
|
|
|
background: #eee;
|
|
|
|
|
|
|
|
transition: background-color 0.12s ease-in-out;
|
|
|
|
|
|
|
|
&:hover {
|
|
|
|
background-color: #e7e7e7;
|
|
|
|
}
|
|
|
|
|
|
|
|
&.active {
|
|
|
|
background-color: $colorBlueBright;
|
|
|
|
color: #fff;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
> .title {
|
|
|
|
@include Heading;
|
|
|
|
margin: 0;
|
|
|
|
text-transform: uppercase;
|
|
|
|
display: grid;
|
|
|
|
align-items: center;
|
|
|
|
grid-template-columns: 1fr auto;
|
|
|
|
@include S(margin-bottom, 10px);
|
|
|
|
|
|
|
|
@include DarkThemeInvert();
|
|
|
|
> .closeButton {
|
|
|
|
opacity: 0.7;
|
|
|
|
@include S(width, 20px);
|
|
|
|
@include S(height, 20px);
|
|
|
|
cursor: pointer;
|
|
|
|
pointer-events: all;
|
|
|
|
transition: opacity 0.2s ease-in-out;
|
|
|
|
&:hover {
|
|
|
|
opacity: 0.4;
|
|
|
|
}
|
|
|
|
& {
|
|
|
|
/* @load-async */
|
|
|
|
background: uiResource("icons/close.png") center center / 80% no-repeat;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
> .content {
|
|
|
|
@include PlainText;
|
|
|
|
overflow-y: auto;
|
|
|
|
pointer-events: all;
|
|
|
|
@include S(width, 350px);
|
|
|
|
|
|
|
|
@include DarkThemeOverride {
|
|
|
|
color: #aaa;
|
|
|
|
}
|
|
|
|
|
|
|
|
a {
|
|
|
|
color: $colorBlueBright;
|
|
|
|
}
|
|
|
|
|
|
|
|
strong {
|
|
|
|
font-weight: bold;
|
|
|
|
}
|
|
|
|
|
|
|
|
.keybinding {
|
|
|
|
position: relative;
|
|
|
|
background: #eee;
|
|
|
|
@include PlainText;
|
|
|
|
height: unset;
|
|
|
|
margin: 1px 0;
|
|
|
|
}
|
|
|
|
|
Mod Support - 1.5.0 Update (#1361)
* initial modloader draft
* modloader features
* Refactor mods to use signals
* Add support for modifying and registering new transltions
* Minor adjustments
* Support for string building ids for mods
* Initial support for adding new buildings
* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading
* Lazy Load mods to make sure all dependencies are loaded
* Expose all exported members automatically to mods
* Fix duplicate exports
* Allow loading mods from standalone
* update changelog
* Fix mods folder incorrect path
* Fix modloading in standalone
* Fix sprites not getting replaced, update demo mod
* Load dev mod via raw loader
* Improve mod developing so mods are directly ready to be deployed, load mods from local file server
* Proper mods ui
* Allow mods to register game systems and draw stuff
* Change mods path
* Fix sprites not loading
* Minor adjustments, closes #1333
* Add support for loading atlases via mods
* Add support for loading mods from external sources in DEV
* Add confirmation when loading mods
* Fix circular dependency
* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods
* Add some mod signals
* refactor game loading states
* Make shapez exports global
* Start to make mods safer
* Refactor file system electron event handling
* Properly isolate electron renderer process
* Update to latest electron
* Show errors when loading mods
* Update confirm dialgo
* Minor restructure, start to add mod examples
* Allow adding custom themesw
* Add more examples and allow defining custom item processor operations
* Add interface to register new buildings
* Fixed typescript type errors (#1335)
* Refactor building registry, make it easier for mods to add new buildings
* Allow overriding existing methods
* Add more examples and more features
* More mod examples
* Make mod loading simpler
* Add example how to add custom drawings
* Remove unused code
* Minor modloader adjustments
* Support for rotation variants in mods (was broken previously)
* Allow mods to replace builtin sub shapes
* Add helper methods to extend classes
* Fix menu bar on mac os
* Remember window state
* Add support for paste signals
* Add example how to add custom components and systems
* Support for mod settings
* Add example for adding a new item type
* Update class extensions
* Minor adjustments
* Fix typo
* Add notification blocks mod example
* Add small tutorial
* Update readme
* Add better instructions
* Update JSDoc for Replacing Methods (#1336)
* upgraded types for overriding methods
* updated comments
Co-authored-by: Edward Badel <you@example.com>
* Direction lock now indicates when there is a building inbetween
* Fix mod examples
* Fix linter error
* Game state register (#1341)
* Added a gamestate register helper
Added a gamestate register helper
* Update mod_interface.js
* export build options
* Fix runBeforeMethod and runAfterMethod
* Minor game system code cleanup
* Belt path drawing optimization
* Fix belt path optimization
* Belt drawing improvements, again
* Do not render belts in statics disabled view
* Allow external URL to load more than one mod (#1337)
* Allow external URL to load more than one mod
Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.
* Update modloader.js
* Prettier fixes
* Added link to create-shapezio-mod npm page (#1339)
Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod
* allow command line switch to load more than one mod (#1342)
* Fixed class handle type (#1345)
* Fixed class handle type
* Fixed import game state
* Minor adjustments
* Refactor item acceptor to allow only single direction slots
* Allow specifying minimumGameVersion
* Add sandbox example
* Replaced concatenated strings with template literals (#1347)
* Mod improvements
* Make wired pins component optional on the storage
* Fix mod examples
* Bind `this` for method overriding JSDoc (#1352)
* fix entity debugger reaching HTML elements (#1353)
* Store mods in savegame and show warning when it differs
* Closes #1357
* Fix All Shapez Exports Being Const (#1358)
* Allowed setting of variables inside webpack modules
* remove console log
* Fix stringification of things inside of eval
Co-authored-by: Edward Badel <you@example.com>
* Fix building placer intersection warning
* Add example for storing data in the savegame
* Fix double painter bug (#1349)
* Add example on how to extend builtin buildings
* update readme
* Disable steam achievements when playing with mods
* Update translations
Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2 years ago
|
|
|
h3 {
|
|
|
|
@include S(margin-top, 10px);
|
|
|
|
}
|
|
|
|
|
|
|
|
input {
|
|
|
|
background: #eee;
|
|
|
|
color: #333438;
|
|
|
|
width: 100%;
|
|
|
|
|
|
|
|
&.errored {
|
|
|
|
background-color: rgb(250, 206, 206);
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
|
|
|
|
&::placeholder {
|
|
|
|
color: #fff;
|
|
|
|
opacity: 0.8;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
ul.bucketList {
|
|
|
|
padding-left: 30px;
|
|
|
|
|
|
|
|
li {
|
|
|
|
display: list-item;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
.ingameItemChooser {
|
|
|
|
@include S(margin, 10px, 0);
|
|
|
|
display: grid;
|
|
|
|
@include S(grid-column-gap, 3px);
|
|
|
|
@include S(grid-row-gap, 5px);
|
|
|
|
grid-template-columns: repeat(10, 1fr);
|
|
|
|
align-items: center;
|
|
|
|
justify-items: center;
|
|
|
|
|
|
|
|
canvas {
|
|
|
|
pointer-events: all;
|
|
|
|
@include S(width, 25px);
|
|
|
|
@include S(height, 25px);
|
|
|
|
position: relative;
|
|
|
|
cursor: pointer;
|
|
|
|
@include IncreasedClickArea(3px);
|
|
|
|
|
|
|
|
&:hover {
|
|
|
|
opacity: 0.9;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
Mod Support - 1.5.0 Update (#1361)
* initial modloader draft
* modloader features
* Refactor mods to use signals
* Add support for modifying and registering new transltions
* Minor adjustments
* Support for string building ids for mods
* Initial support for adding new buildings
* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading
* Lazy Load mods to make sure all dependencies are loaded
* Expose all exported members automatically to mods
* Fix duplicate exports
* Allow loading mods from standalone
* update changelog
* Fix mods folder incorrect path
* Fix modloading in standalone
* Fix sprites not getting replaced, update demo mod
* Load dev mod via raw loader
* Improve mod developing so mods are directly ready to be deployed, load mods from local file server
* Proper mods ui
* Allow mods to register game systems and draw stuff
* Change mods path
* Fix sprites not loading
* Minor adjustments, closes #1333
* Add support for loading atlases via mods
* Add support for loading mods from external sources in DEV
* Add confirmation when loading mods
* Fix circular dependency
* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods
* Add some mod signals
* refactor game loading states
* Make shapez exports global
* Start to make mods safer
* Refactor file system electron event handling
* Properly isolate electron renderer process
* Update to latest electron
* Show errors when loading mods
* Update confirm dialgo
* Minor restructure, start to add mod examples
* Allow adding custom themesw
* Add more examples and allow defining custom item processor operations
* Add interface to register new buildings
* Fixed typescript type errors (#1335)
* Refactor building registry, make it easier for mods to add new buildings
* Allow overriding existing methods
* Add more examples and more features
* More mod examples
* Make mod loading simpler
* Add example how to add custom drawings
* Remove unused code
* Minor modloader adjustments
* Support for rotation variants in mods (was broken previously)
* Allow mods to replace builtin sub shapes
* Add helper methods to extend classes
* Fix menu bar on mac os
* Remember window state
* Add support for paste signals
* Add example how to add custom components and systems
* Support for mod settings
* Add example for adding a new item type
* Update class extensions
* Minor adjustments
* Fix typo
* Add notification blocks mod example
* Add small tutorial
* Update readme
* Add better instructions
* Update JSDoc for Replacing Methods (#1336)
* upgraded types for overriding methods
* updated comments
Co-authored-by: Edward Badel <you@example.com>
* Direction lock now indicates when there is a building inbetween
* Fix mod examples
* Fix linter error
* Game state register (#1341)
* Added a gamestate register helper
Added a gamestate register helper
* Update mod_interface.js
* export build options
* Fix runBeforeMethod and runAfterMethod
* Minor game system code cleanup
* Belt path drawing optimization
* Fix belt path optimization
* Belt drawing improvements, again
* Do not render belts in statics disabled view
* Allow external URL to load more than one mod (#1337)
* Allow external URL to load more than one mod
Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.
* Update modloader.js
* Prettier fixes
* Added link to create-shapezio-mod npm page (#1339)
Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod
* allow command line switch to load more than one mod (#1342)
* Fixed class handle type (#1345)
* Fixed class handle type
* Fixed import game state
* Minor adjustments
* Refactor item acceptor to allow only single direction slots
* Allow specifying minimumGameVersion
* Add sandbox example
* Replaced concatenated strings with template literals (#1347)
* Mod improvements
* Make wired pins component optional on the storage
* Fix mod examples
* Bind `this` for method overriding JSDoc (#1352)
* fix entity debugger reaching HTML elements (#1353)
* Store mods in savegame and show warning when it differs
* Closes #1357
* Fix All Shapez Exports Being Const (#1358)
* Allowed setting of variables inside webpack modules
* remove console log
* Fix stringification of things inside of eval
Co-authored-by: Edward Badel <you@example.com>
* Fix building placer intersection warning
* Add example for storing data in the savegame
* Fix double painter bug (#1349)
* Add example on how to extend builtin buildings
* update readme
* Disable steam achievements when playing with mods
* Update translations
Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2 years ago
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.dialogModsMod {
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background: rgba(0, 0, 0, 0.05);
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@include S(padding, 5px);
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@include S(margin, 10px, 0);
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@include S(border-radius, $globalBorderRadius);
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display: grid;
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grid-template-columns: 1fr D(100px);
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@include DarkThemeOverride {
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background: rgba(0, 0, 0, 0.2);
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}
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button {
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grid-column: 2 / 3;
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grid-row: 1 / 3;
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align-self: start;
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}
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.version {
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@include SuperSmallText;
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opacity: 0.5;
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}
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.name {
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}
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}
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}
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> .buttons {
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@include S(margin-top, 15px);
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display: flex;
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justify-content: flex-end;
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> button {
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@include S(margin-left, 8px);
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@include Text;
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@include S(min-width, 60px);
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@include S(padding, 5px, 15px);
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transition: opacity 0.12s ease-in-out;
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&:hover {
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opacity: 0.9;
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}
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&.good {
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background-color: $colorGreenBright;
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color: #fff;
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}
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&.bad {
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background-color: $colorRedBright;
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color: #fff;
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}
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&.timedButton {
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pointer-events: none;
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cursor: default;
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position: relative;
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overflow: hidden;
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&::after {
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position: absolute;
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top: 0;
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right: 0;
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bottom: 0;
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left: unset;
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z-index: 5;
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content: " ";
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display: inline-block;
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background: rgba(#fff, 0.6);
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@include InlineAnimation(3s linear) {
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0% {
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width: 100%;
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}
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100% {
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width: 0%;
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}
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}
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}
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}
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}
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}
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}
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}
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