float the build buttons as a bar over the game world
Implements the REQ-UI-BUILD-BAR rewrite: the build buttons leave the side panel column for a widget floating at the bottom center of the game world view, as one non-wrapping row. BuildButtonGrid is renamed BuildButtonBar and its QGridLayout becomes a QHBoxLayout; the side panel column is left with two equal-height panels. Buttons become icon-only. Each face is composed into a single pixmap per QIcon mode - hotkey badge in the top-left corner, chip icon centered, cost and block icon below - because a QPushButton holds only one icon. That replaces the custom-painted BuildButton and lets Qt grey an unaffordable button by swapping the pixmap. The building name moves into the tooltip, which now always leads with it, and a missing chip SVG falls back to the name in the chip's place. The badge labels come from InputMapper, searched out of the same table the key handler uses so a badge cannot claim a key that does nothing. The Deconstruct button has no cost, so it shows its name there instead, and sits last behind a gap. Parenting the bar to MainWindow makes creation order the stacking order: it lands above the world view and its vignettes and below the modal dim, and Qt routes mouse events to it rather than the world, which is the whole input clause of REQ-UI-BUILD-BAR at no cost. Requirements are amended for the two things the mockup added: the hotkey badge and the Deconstruct caption. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
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@@ -332,7 +332,7 @@ void GameWorldView::onFrame()
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}
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// Unlocked building set changes only after a drop is applied or on Restart
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// (REQ-LOCK-BUILDING); the build grid rebuilds its visible buttons.
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// (REQ-LOCK-BUILDING); the build bar rebuilds its visible buttons.
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int newUnlockedBuildingCount = 0;
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for (const BuildingDef& def : m_sim->getConfig().buildings.buildings)
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{
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