Implement REQ-UI-MODAL-DIM: dim game behind modals

Add a window-wide semi-transparent black scrim drawn over the entire
game window (header bar, game world view, side panel column) while any
auto-pausing modal or end-game screen is open, behind that modal.

- New ModalDimOverlay widget: a full-window, mouse-transparent child of
  MainWindow that paints the dim color. Visibility is reference-counted
  (pushModal/popModal) so nested or back-to-back modals show a single
  dim, not stacked layers; a ModalDimScope RAII guard drives it.
- Wire a guard around every modal opened from MainWindow: schematic
  choice, escape menu, layout dialog, recipe/schematic selection
  (spanning the auto-opened layout dialog), game-over, and win. The
  nested Create Blueprint dialog is covered by the layout-dialog dim.
- Config-driven color via visuals.toml [overlays].modal_dim, following
  the existing OverlayVisuals/parseColor pattern; refreshed on the
  Restart config-reload paths (REQ-CFG-RELOAD).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DZR44tA8sn4dPqDzAVXyps
This commit is contained in:
2026-07-13 22:07:14 +02:00
parent d56125f737
commit e04883a95f
8 changed files with 129 additions and 0 deletions

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@@ -350,6 +350,7 @@ tile_highlight = "#ffffff22" # tile under cursor
selected_outline = "#ffff00" # outline drawn around currently-selected building(s)
copy_config = "#33ccff66" # copy-settings eligible-target tint + copy/paste flash (REQ-BLD-COPY-CONFIG-FEEDBACK)
locked_asteroid = "#0000007f" # tint over the asteroid left of the buildable edge (not yet unlocked by expansion)
modal_dim = "#00000099" # semi-transparent black dim behind modal dialogs/menus (REQ-UI-MODAL-DIM)
# -----------------------------------------------------------------------------
# Schematic-drop toasts (REQ-UI-SCHEMATIC-TOAST)