/* game-realism-v4-climb.css — Climb control clarity.

   Climb already ships a native pad (.padbar with #pad-left / #pad-jump /
   #pad-right) whose pointer handling supports multi-touch and deliberately
   avoids pointerleave. That pad is kept and dressed up here rather than
   replaced — sk-game-ux-v4.js detects it and injects nothing. */

/* Make certain the native pad is up on any touch-primary device, not only
   after the stage has recorded a touch. */
@media (hover: none), (pointer: coarse) {
  html[data-game="climb"] .padbar {
    display: flex !important;
    justify-content: space-between;
  }
}

html[data-game="climb"] .padbar button {
  min-height: 60px;
  border-radius: 6px;
  font-size: 13px;
}
/* Short landscape: do not let the 60px pad steal the picture. The stage
   already overlays HUD / SK-2A; the pad must overlay too or a 390-tall
   sit crushes the canvas (~317px). */
@media (max-height: 520px) and (orientation: landscape) {
  html.play-frame[data-game="climb"] .padbar,
  html.play-frame[data-sk-game-slug="climb"] .padbar {
    position: absolute !important;
    left: 0;
    right: 0;
    bottom: 0;
    z-index: var(--sk-z-playfield, 20);
    flex: 0 0 auto;
    background: linear-gradient(transparent, #0a0806 55%);
    border-top: 0;
    padding: .22rem .45rem;
    padding-bottom: max(.22rem, env(safe-area-inset-bottom, 0px));
  }
  html.play-frame[data-game="climb"] .padbar button,
  html.play-frame[data-sk-game-slug="climb"] .padbar button {
    min-height: 44px !important;
    font-size: 11px;
  }
}
html[data-game="climb"] .padbar #pad-jump {
  border-color: rgba(143,163,102,.9);
  color: #c5d4a8;
}

/* If a future build of Climb ever drops its pad, the injected fallback
   picks up the same jump accent. */
html[data-game="climb"] #grVirtualPad button[data-key=" "] {
  border-color: rgba(143,163,102,.9);
  color: #c5d4a8;
}
