/* ============================================================
   hp-glyphs.css — how the four suit glyphs are stroked.

   Everything inherits currentColor, so a glyph is whatever color
   the thing around it already is and no game has to be told about
   suit colors twice.
   ============================================================ */

.hpg{
  width:1em; height:1em; display:inline-block; vertical-align:-0.14em;
  overflow:visible;
}
.hpg path{
  fill:none; stroke:currentColor;
  stroke-width:1.7; stroke-linecap:round; stroke-linejoin:round;
}
/* a lighter stroke for a thing that is fading or falling away */
.hpg path.soft{stroke-opacity:.55; stroke-width:1.45}
/* the half that has not arrived yet */
.hpg path.wait{stroke-dasharray:2.6 2.3; stroke-opacity:.8}
.hpg path.fl{fill:currentColor; stroke:none}

/* Bigger glyphs need a thinner line, or a 48px one looks like a
   marker drawing and a 16px one looks like a hairline. */
.hpg.big path{stroke-width:1.25}
.hpg.big path.soft{stroke-width:1.05}

/* The boil is a preference, and it is honored in hp-glyphs.js rather
   than here. `display:none` on an <animate> does not reliably stop
   SMIL, and the selector this used to carry pointed at `.hpg animate`,
   which never matched anything, because the animation lives in the one
   injected filter and not inside any glyph. Not creating the element
   is the only version that is certainly true. */
