/* HiDoof Mobile Animation Engine v1
   Same visual design, mobile-aware scheduling/compositing only. */
@media (max-width:900px) and (hover:none) and (pointer:coarse){
  html.mae-mobile .mae-sleep,
  html.mae-mobile .mae-sleep *{
    animation-play-state:paused!important;
  }
  html.mae-mobile.mae-pinching *,
  html.mae-mobile.mae-hidden *{
    animation-play-state:paused!important;
  }

  /* Preserve the same Hero rays but bound the raster layer to the mobile viewport. */
  html.mae-mobile .hero::before{
    width:128vw;
    height:112vw;
    max-width:none;
    top:-8vw;
  }

  /* Same Cent radial scene, but avoid the old 160vmax square texture allocation. */
  html.mae-mobile #creditview::before{
    left:-12vw;
    right:-12vw;
    top:-10vh;
    bottom:-10vh;
    width:auto;
    height:auto;
    margin-left:0;
    transform-origin:50% 50%;
  }

  /* Keep the Orders look while removing an extra live blur surface. */
  html.mae-mobile #orderview .order-row{
    -webkit-backdrop-filter:none;
    backdrop-filter:none;
  }

  /* Off-screen card groups keep layout but stop expensive paint work until near viewport. */
  html.mae-mobile #colview .cgrid.mae-sleep{
    contain:layout paint style;
  }

  /* During a pinch, freeze compositor-heavy interactions without changing appearance. */
  html.mae-mobile.mae-pinching .card,
  html.mae-mobile.mae-pinching .fan,
  html.mae-mobile.mae-pinching .ring,
  html.mae-mobile.mae-pinching .zcard{
    transition:none!important;
  }
}
