@conduction/docusaurus-preset 1.4.2 → 1.5.0

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@conduction/docusaurus-preset",
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- "version": "1.4.2",
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+ "version": "1.5.0",
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  "scripts": {
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  "prepack": "node scripts/prepack-bundle-css.js"
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  },
@@ -37,6 +37,11 @@
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  * Each cta object also accepts `tone: "orange"` to flip the primary
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  * (or secondary) variant to the KNVB-orange accent. Reserved for
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  * product pages with an orange-leaning brand identity (mydash).
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+ *
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+ * `background="cobalt"` paints the hero in a full-bleed cobalt panel
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+ * with white type — the product-page identity used on the
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+ * {slug}.conduction.nl landings. Default (undefined) keeps the
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+ * existing on-cream rendering used by the connext apps detail pages.
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  */
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  import React from 'react';
@@ -61,12 +66,18 @@ export default function DetailHero({
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  className,
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  appId,
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  downloads,
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+ background,
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  }) {
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  const dlCount = downloads != null ? downloads : (appId ? downloadsForApp(appId) : 0);
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  const hasIllustration = Boolean(illustration);
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+ /* `background="cobalt"` flips the hero to a full-bleed cobalt panel
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+ with white type — the product-page identity used on
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+ {slug}.conduction.nl landings. Default (undefined) keeps the
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+ existing on-cream rendering used by connext apps detail pages. */
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+ const bgClass = background === 'cobalt' ? styles.bgCobalt : null;
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  return (
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- <section className={[styles.head, hasIllustration && styles.withIllustration, className].filter(Boolean).join(' ')}>
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+ <section className={[styles.head, hasIllustration && styles.withIllustration, bgClass, className].filter(Boolean).join(' ')}>
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  {crumb && Array.isArray(crumb) && (
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  <div className={styles.crumb}>
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  {crumb.map((c, i) => {
@@ -8,8 +8,43 @@
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  margin: 0 auto;
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  padding: 24px 64px 56px;
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  font-family: var(--conduction-typography-font-family-body);
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+ position: relative;
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  }
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+ /* Cobalt-background hero variant for product-page identity. The brand
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+ panel sits full-bleed via a pseudo-element so the centred content
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+ keeps its 1280px max-width. Text + crumb + badges flip to white /
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+ cobalt-100 against the dark surface; the icon hex and the action
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+ buttons carry their own colour via iconColor + Button tone. */
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+ .bgCobalt {
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+ padding-top: 56px;
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+ padding-bottom: 64px;
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+ color: white;
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+ }
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+ .bgCobalt::before {
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+ content: '';
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+ position: absolute;
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+ inset: 0;
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+ left: 50%;
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+ transform: translateX(-50%);
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+ width: 100vw;
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+ background: var(--c-blue-cobalt);
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+ z-index: -1;
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+ }
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+ .bgCobalt > * { position: relative; }
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+
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+ .bgCobalt .crumb,
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+ .bgCobalt .crumb a { color: var(--c-cobalt-100); }
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+ .bgCobalt .crumb a:hover { color: var(--c-orange-knvb); }
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+ .bgCobalt .sep { color: var(--c-cobalt-300); }
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+ .bgCobalt .badge { color: var(--c-cobalt-100); }
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+ .bgCobalt .versionBadge { color: var(--c-cobalt-200); }
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+ .bgCobalt .downloadsBadge { color: white; }
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+ .bgCobalt .title,
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+ .bgCobalt .titleText { color: white; }
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+ .bgCobalt .tagline { color: var(--c-cobalt-100); }
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+ .bgCobalt .tagline :global(.next-blue) { color: var(--c-nextcloud-cyan); }
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+
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  .crumb {
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  font-family: var(--conduction-typography-font-family-code);
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  font-size: 12px;
@@ -129,15 +129,37 @@
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  /* Product pages opt out of the boat-sinking mini-game by setting
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  `themeConfig.minigames = false` in createConfig(); the Footer
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  swizzle then doesn't render the .game-hud / .game-over / boat
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- templates. The skyline + house listeners + drifting fleet (built
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- above this point) are still wanted. Bail out before any game
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- wiring rather than null-deref'ing on the missing elements. */
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+ templates. The static decoration (trapgevel skyline, drift speeds,
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+ Conduction-house Maps link, drift-boat caches) is still wanted
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+ run those first so a no-game build doesn't ship an empty .skyline.
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+ Then bail out before the game-only wiring rather than null-deref'ing
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+ on the missing HUD / restart-button. The script's `resize` handler
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+ re-runs buildSkyline() on viewport changes too, so the skyline
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+ stays full when a viewer resizes the window. */
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  if (!hud || !goRestart || !goPanel) {
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- /* Mark hydrated and expose a no-op API so the Footer's
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- useEffect re-hydrate loop exits cleanly on SPA route changes. */
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+ buildSkyline();
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+ rollSpeeds();
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+ wireConductionHouse();
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+ captureDriftTemplates();
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+ const onResizeNoGame = () => {
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+ clearTimeout(window._canalNoGameResizeT);
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+ window._canalNoGameResizeT = setTimeout(() => {
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+ buildSkyline();
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+ rollSpeeds();
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+ wireConductionHouse();
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+ }, 200);
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+ };
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+ window.addEventListener('resize', onResizeNoGame);
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+ /* Mark hydrated and expose hydrate as a no-op (the IIFE's later
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+ `window.CanalFooter.hydrate = init` already handles the SPA
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+ re-mount path; we just need _cleanup to tear down the resize
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+ listener so it doesn't leak across SPA navigations. */
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  window.CanalFooter = window.CanalFooter || {};
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- window.CanalFooter.hydrate = window.CanalFooter.hydrate || function () {};
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- window.CanalFooter._cleanup = window.CanalFooter._cleanup || function () {};
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+ window.CanalFooter.hydrate = window.CanalFooter.hydrate || function () {};
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+ window.CanalFooter._cleanup = function () {
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+ window.removeEventListener('resize', onResizeNoGame);
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+ clearTimeout(window._canalNoGameResizeT);
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+ };
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  return;
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  }
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