/* src/hud-readability.css
 * HUD-CORE-12 (#2803) — HUD readability enhancements.
 * Drop shadows and text treatments ensuring all HUD chip text is legible
 * over any busy canvas background (combat floaters, particles, dense enemies).
 * Applied via cascade from #hud-root; does not override chip backgrounds set
 * by individual chip modules.
 * Structural only — visual tokens deferred to Sprint 3B.
 */

/* ── Global text-shadow baseline for HUD label text ──────────────────────── */
/* All .hud-*__label, .hud-*__load, .hud-*__count text gets a subtle outline */

#hud-root .hud-combat-chip__label,
#hud-root .hud-cargo__load,
#hud-root .hud-obj__title,
#hud-root .hud-obj__step,
#hud-root .hud-loot-chip__name,
#hud-root .hud-loot-chip__qty,
#hud-root .hud-zone-badge {
  text-shadow:
    0 1px 3px rgba(0, 0, 0, 0.90),
    0 0 6px rgba(0, 0, 0, 0.60);
}

/* ── Chip drop-shadow (all inline chip containers) ───────────────────────── */

#hud-root .hud-combat-chip,
#hud-root #hud-cargo-chip,
#hud-root .hud-loot-chip {
  filter: drop-shadow(0 1px 4px rgba(0, 0, 0, 0.70));
}

/* ── Player frame / objective tracker panel shadow ───────────────────────── */

#hud-player-frame,
#hud-obj-tracker {
  filter: drop-shadow(0 2px 8px rgba(0, 0, 0, 0.60));
}

/* ── Top row container subtle separator shadow ───────────────────────────── */

#hud-top-row {
  filter: drop-shadow(0 1px 3px rgba(0, 0, 0, 0.50));
}

/* ── Z-index audit: HUD above canvas floaters ────────────────────────────── */
/* Canvas floaters (damage text) render inside the game canvas and are
 * naturally below any DOM element. #hud-root uses z-index from hud-layout.css
 * (HUD-CORE-01). This rule ensures no readability-layer element drops below
 * the canvas layer accidentally. */

#hud-root {
  isolation: isolate;
}
