Commit Graph

10 Commits

Author SHA1 Message Date
e04883a95f 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
2026-07-13 22:07:14 +02:00
f1c77affae Tint not-yet-buildable asteroid area
Asteroid columns left of the buildable edge (x < -currentAsteroidWidth)
are reachable by the camera but not yet unlocked by expansion. Paint a
semi-transparent grey overlay over them so the locked area reads as
distinct from the buildable asteroid. The tint colour is config-driven
via overlays.locked_asteroid, matching the other overlay visuals.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DZR44tA8sn4dPqDzAVXyps
2026-07-13 21:38:37 +02:00
5f6ecbf6c8 implement visual feedback for copy building settings with shift + click gesture 2026-07-09 21:33:24 +02:00
c6db4bf24a first full balancing round 2026-07-08 20:27:25 +02:00
9573b9789a change repair_tool application and add beams for salvager and repair_tool 2026-06-19 21:15:47 +02:00
997a7778e0 first iteration of fable 5 on ship and module grids and recipes 2026-06-14 14:23:53 +02:00
69b35d2bfc fix config 2026-06-10 22:37:46 +02:00
42b51cc6f4 remove unnecessary modules for first playtest 2026-06-04 21:27:29 +02:00
9d0a60a93b define ship roles via added modules and allow multiple weapons 2026-06-01 23:05:21 +02:00
7e0104e9b8 fix config data paths 2026-04-29 21:32:32 +02:00