/* In-game HUD (#hud, a .uiScreen — see css/ui/kit.css). Coordinates are
   design pixels from the 1536x1024 mockup; each element is anchored to the
   window edge it sits against, so on a wider/taller window the left column
   stays left, the right column stays right, the bottom row stays at the
   bottom, and the 3D viewport, fleet list and event log stretch. */
#hud{ z-index:5; }
/* No panel fill in the HUD: the full-window canvas underneath is already
   cleared to black outside the 3D view (scene/viewRect.js), and the live
   miniatures (unit/planet thumbnails) are drawn on that canvas *under* the
   panels — a fill here would dim them. */
#hud .uiPanel::before{ background:none; }

/* Hiding the interface, key C (ui/hud/uiMode.js). display:none, not
   visibility: the miniatures skip an element with no offsetParent
   (scene/viewRect.js#renderIntoElement) — hidden but laid out, they'd draw
   over the full-window scene. */
body[data-ui] #viewport::after{ display:none; }
body[data-ui="1"] #hud > *:not(#viewport){ display:none !important; }
body[data-ui="2"] #hud > *:not(#viewport):not(#miniPanel){ display:none !important; }
body[data-ui="2"] #viewport > *:not(#cameraModeToggle){ display:none !important; }
body[data-ui="3"] #hud, body[data-ui="3"] #selectionBrackets{ display:none !important; }
/* the minimap on its own over the scene: a backing of its own */
body[data-ui="2"] #miniPanel{ background:rgb(3 6 20 / .82); border-radius:10px; }
#uiModeHint{ position:fixed; left:50%; bottom:28px; transform:translateX(-50%); z-index:30; pointer-events:none;
  padding:6px 16px; border-radius:6px; border:1.5px solid #3c55d8; background:rgb(2 5 20 / .85); color:#c7d0ff;
  font-family:var(--uiFontLabel); font-size:14px; letter-spacing:.4px; opacity:0; transition:opacity .35s; white-space:nowrap; }
#uiModeHint.on{ opacity:1; }
