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
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@@ -12,6 +12,7 @@
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#include "EventHandler.h"
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#include "GameOverEvent.h"
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#include "LayoutDialogRequestedEvent.h"
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#include "ModalDimOverlay.h"
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#include "WinEvent.h"
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#include "RecipeSelectionRequestedEvent.h"
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#include "SchematicChoicesAvailableEvent.h"
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@@ -76,6 +77,7 @@ private:
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BuildButtonGrid* m_buildButtonGrid;
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BlueprintPanel* m_blueprintPanel;
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QWidget* m_sidePanel;
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ModalDimOverlay* m_dimOverlay = nullptr;
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std::vector<ShipLayoutBlueprint> m_layoutBlueprints;
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std::shared_ptr<ParsedReplay> m_replay; // non-null => view-only playback
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