body {
    margin: 0;
    padding: 0;
    color: rgba(255, 255, 255, 0.87);
    background-color: #000000;
    /* The table is dragged with a finger, so the page itself must not scroll,
       bounce or zoom under it. */
    overscroll-behavior: none;
    -webkit-user-select: none;
    user-select: none;
}

#app {
    position: relative;
    width: 100%;
    /* `dvh` follows a phone's collapsing address bar; `vh` does not, and the
       difference is the bottom of the player's own hand. */
    height: 100vh;
    height: 100dvh;
    overflow: hidden;
    display: flex;
    justify-content: center;
    align-items: center;
}

#pixi-container canvas {
    display: block;
    /* Every gesture belongs to the game; none of them to the browser. */
    touch-action: none;
}

/*
 * The fullscreen toggle. A phone browser's chrome eats a third of an already
 * short screen, so this is worth far more on a phone than on a desktop, where
 * F11 already does it — hence touch devices only. It sits at the top edge over
 * the far player's card backs, the one place nothing readable is drawn, and
 * takes itself away once fullscreen is on.
 */
#fullscreen {
    position: absolute;
    top: max(6px, env(safe-area-inset-top));
    left: 50%;
    transform: translateX(-50%);
    display: none;
    align-items: center;
    justify-content: center;
    width: 44px;
    height: 44px;
    padding: 0;
    border: 1px solid rgba(255, 255, 255, 0.25);
    border-radius: 12px;
    background: rgba(8, 48, 31, 0.55);
    color: #dff1f7;
    cursor: pointer;
    -webkit-tap-highlight-color: transparent;
}

#fullscreen svg {
    width: 22px;
    height: 22px;
}

#fullscreen:active {
    background: rgba(8, 48, 31, 0.85);
}

@media (pointer: coarse) {
    #fullscreen:not([hidden]) {
        display: flex;
    }
}
