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fix(player): stop song name/timer overlapping the section map bar (#567)
The section_map plugin injects #section-map as #player's first child — a ~20px bar pinned to top:0 (z-index:5). #player-hud is also top:0/absolute but at z-index:10 with only py-3 (12px) top padding, so its song name (top-left) and timer (top-right) paint on top of that bar. Push the HUD's content below the bar when it is present. The general- sibling combinator only matches when #section-map precedes #player-hud — exactly how the plugin inserts it — so the bar-less layout is untouched. ID-on-ID specificity overrides Tailwind's .py-3 top padding. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
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187d0bb978
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820a18648a
@@ -25,6 +25,17 @@ html { scroll-behavior: smooth; }
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}
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#highway { flex: 1; width: 100%; min-height: 0; }
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/* The section_map plugin injects #section-map as #player's first child, a
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~20px bar pinned to top:0. #player-hud is also top:0/absolute but at a
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higher z-index, so its song name (top-left) and timer (top-right) would
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paint on top of that bar. When the bar is present, push the HUD's content
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below it, preserving the HUD's original py-3 (0.75rem) inset *under* the
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bar (bar height + py-3). The general-sibling combinator only matches when
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#section-map precedes #player-hud — which is exactly how the plugin inserts
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it (#highway sits between them) — so the bar-less layout is untouched.
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ID-on-ID specificity overrides Tailwind's .py-3 top padding. */
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#section-map ~ #player-hud { padding-top: calc(20px + 0.75rem); }
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/* Player controls need their own stacking context so visualization
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plugins that paint absolutely-positioned overlays (e.g. the bundled
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3D Highway's WebGL wrap at z-index:2, or any community viz plugin)
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