150 lines
9.1 KiB
CSS
150 lines
9.1 KiB
CSS
/* ─────────────────────────────────────────────────────────────────────────
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* design-systems/playstation/tokens.css
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*
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* Structured token bindings for "Design System Inspired by PlayStation".
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* Console-grade retail: a three-surface channel (black hero → white content
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* → cobalt footer), SST weight 300 at display sizes, and a signature
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* 1.2× scale-on-hover that fires across the page like a power-on chime.
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*
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* Key brand decisions encoded here:
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* - Console Black (#000000) is the dominant brand canvas; Paper White
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* is the lifted --surface tier where editorial content lives
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* - PlayStation Blue (#0070cc) is the immovable anchor — primary CTAs,
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* focus ring, footer
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* - PlayStation Cyan (#1eaedb) lives only in --accent-hover — the
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* "cyan never appears at rest" rule encoded into the token layer
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* - SST weight 300 at 22–54px is the typographic voice (component layer
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* enforces the weight; tokens carry sizes)
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* - 180ms is the canonical interaction window for hover/focus/scale
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* - Eleven-radius system collapsed onto the schema spine: 6/12/24/999
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* ─────────────────────────────────────────────────────────────────── */
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:root {
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/* ─── Surface ─────────────────────────────────────────────────────
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* Three-surface channel. Console Black anchors the masthead and hero
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* zones; Paper White is the editorial gallery panel; Ice Mist is the
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* gradient end-stop that quietly lifts panels off pure white. */
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--bg: #000000; /* Console Black — masthead / hero canvas */
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--surface: #ffffff; /* Paper White — primary content panel */
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--surface-warm: #f5f7fa; /* Ice Mist — atmospheric panel lift */
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/* ─── Foreground ──────────────────────────────────────────────────
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* On Console Black the primary text is Inverse White. Body Gray
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* (#6b6b6b) is reserved for white-panel context (set at component
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* layer); Mute Gray (#cccccc) is the muted tier visible on dark. */
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--fg: #ffffff; /* Inverse White — text on dark canvas */
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--fg-2: var(--fg); /* alias — single display weight throughout */
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--muted: #cccccc; /* Mute Gray — tertiary labels on dark */
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--meta: var(--muted); /* alias — one muted tier */
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/* ─── Border ──────────────────────────────────────────────────────
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* Borders sit quiet — the brand prefers spacing and feather shadow to
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* define edges. #cccccc matches the input border spec from DESIGN.md
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* §Inputs; Divider Tint is the editorial row separator. */
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--border: #cccccc; /* Mute Gray — input edges, default rule */
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--border-soft: #f3f3f3; /* Divider Tint — quiet horizontal rule */
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/* ─── Accent ──────────────────────────────────────────────────────
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* PlayStation Blue is the immovable anchor. PlayStation Cyan lives
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* exclusively in --accent-hover — never as a resting background.
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* Active state lands on Dark Link Blue. */
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--accent: #0070cc; /* PlayStation Blue — primary CTA / anchor */
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--accent-on: #ffffff;
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--accent-hover: #1eaedb; /* PlayStation Cyan — hover/focus only */
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--accent-active: #0068bd; /* Dark Link Blue — pressed state */
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/* ─── Semantic ────────────────────────────────────────────────────
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* Warning Red is the only semantic color the brand declares. Success
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* and warn ride the schema defaults — PlayStation reserves its warm
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* palette for Commerce Orange, not for semantic green/yellow. */
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--success: #16a34a;
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--warn: #eab308;
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--danger: #c81b3a; /* Warning Red — form errors */
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/* ─── Typography ──────────────────────────────────────────────────
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* SST is Sony's proprietary global typeface. Fallback chain:
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* Arial → Helvetica → system sans. The weight 300 voice is enforced
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* at the component layer — type tokens carry sizes, not weights. */
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--font-display: "SST", "Playstation SST", Arial, Helvetica, sans-serif;
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--font-body: "SST", "Playstation SST", Arial, Helvetica, sans-serif;
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--font-mono: ui-monospace, "SF Mono", "JetBrains Mono", Menlo, Monaco, Consolas, monospace;
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/* Type scale — DESIGN.md §3 Typography.
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* 54px hero → 12px legal microcopy. SST weight 300 occupies 22–54px;
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* body lives at 18px; mini CTAs and captions at 14px. */
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--text-xs: 12px; /* Micro Caption — footer / legal */
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--text-sm: 14px; /* Caption Body / Mini CTA */
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--text-base: 18px; /* Body Relaxed — standard reading */
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--text-lg: 22px; /* Compact Display — module titles */
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--text-xl: 28px; /* Mid Display — section headings */
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--text-2xl: 35px; /* Large Display — feature headlines */
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--text-3xl: 44px; /* Hero Display L — secondary hero */
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--text-4xl: 54px; /* Hero Display XL — biggest SST moment */
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--leading-body: 1.5; /* Body Relaxed — 1.5 throughout reading */
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--leading-tight: 1.25; /* Display rhythm — 1.25 on 22–54px */
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--tracking-display: -0.1px; /* 54px hero — barely-there tightening */
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/* ─── Spacing ─────────────────────────────────────────────────────
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* 8px base unit per DESIGN.md §5. Component-level micro-scale (3/6/
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* 9/10px) lives inside individual rules; the section-y tokens below
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* carry the gallery rhythm. */
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--space-1: 4px;
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--space-2: 8px;
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--space-3: 12px;
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--space-4: 16px;
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--space-5: 20px;
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--space-6: 24px;
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--space-8: 32px;
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--space-12: 48px;
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/* Section rhythm — gallery pace. DESIGN.md collapsing strategy:
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* 96px → 64px → 48px as the viewport narrows. */
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--section-y-desktop: 96px;
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--section-y-tablet: 64px;
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--section-y-phone: 48px;
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/* ─── Radius ──────────────────────────────────────────────────────
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* Eleven-value radius system collapsed onto the schema spine:
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* 6px → compact buttons / inline images
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* 12px → standard game cover images & content media
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* 24px → hero cards, primary feature frames
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* 999px → full-pill primary buttons (the CTA signature)
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* Inputs override --radius-sm with their own 3px at component layer. */
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--radius-sm: 6px;
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--radius-md: 12px;
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--radius-lg: 24px;
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--radius-pill: 999px;
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/* ─── Elevation ───────────────────────────────────────────────────
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* Whisper-or-shout ladder per DESIGN.md §6: shadow opacity lands on
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* 0.06 / 0.08 / 0.16 / 0.8 with no middle ground. --elev-raised
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* holds the standard 0.08 grid-tile feather. */
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--elev-flat: none;
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--elev-ring: 0 0 0 1px var(--border);
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--elev-raised: rgba(0, 0, 0, 0.08) 0 5px 9px 0; /* Feather tile lift */
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/* ─── Focus ring ──────────────────────────────────────────────────
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* 2px PlayStation Blue ring — the exact spec from DESIGN.md §Inputs
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* and §Buttons. Brand blue does focus; cyan does hover; the two
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* never overlap at rest. */
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--focus-ring: 0 0 0 2px #0070cc;
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/* ─── Motion ──────────────────────────────────────────────────────
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* 180ms is the canonical PlayStation interaction window — every
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* hover / focus / scale transition lands here. The brand's "power-
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* on" feel comes from synchronizing four properties at 180ms, not
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* from a longer duration. */
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--motion-fast: 180ms;
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--motion-base: 200ms;
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--ease-standard: cubic-bezier(0.2, 0, 0, 1);
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/* ─── Layout ──────────────────────────────────────────────────────
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* 1600px container — PlayStation explicitly tunes through 4K-TV
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* browsing contexts (breakpoints reach 2120px). Outer gutters follow
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* DESIGN.md §5: 64/32/16 from desktop to phone. */
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--container-max: 1600px;
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--container-gutter-desktop: 64px;
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--container-gutter-tablet: 32px;
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--container-gutter-phone: 16px;
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}
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