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
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