/* CROSSWIRE — the page is a frame around a canvas and nothing more. */
/* iOS GESTURE LOCKDOWN, ported from Paddler's Paradise (Evrtek 2026-09-07):
   the game owns every gesture, so a swipe is never the browser's back-swipe,
   a drag is never pull-to-refresh, and a long press is never a text menu.
   Three parts, all needed: this CSS, the viewport meta in index.html, and the
   non-passive touch handlers in main.js — Safari honours only the last of
   these for its own navigation gestures. */
html, body {
  margin: 0;
  padding: 0;
  height: 100%;
  background: #05070d;
  color: #c9d6f0;
  font-family: Consolas, "Courier New", monospace;
  overflow: hidden;
  touch-action: none;                 /* the game owns every gesture */
  overscroll-behavior: none;          /* no rubber-band, no pull-to-refresh */
  -webkit-touch-callout: none;
  -webkit-tap-highlight-color: transparent;
}
body {
  position: fixed; inset: 0; width: 100%;   /* iOS: a fixed body cannot be
                                               dragged into a nav gesture */
}

#wrap {
  height: 100%;
  display: flex;
  align-items: center;
  justify-content: center;
}

#stage {
  display: block;
  image-rendering: auto;
  border-radius: 8px;
  box-shadow: 0 0 0 1px #1c2438, 0 18px 60px rgba(0, 0, 0, 0.6);
  touch-action: none;
}

/* The game is keyboard and gamepad only, by ruling. Nothing here is
   clickable, so nothing here should look clickable. */
* { user-select: none; -webkit-user-select: none; }
