Malte Langkabel 7327343b2a draw every modal the player meets while playing
The dialogs were OS windows with a dim widget behind them, which is why a
click beside one could not reach them: Qt drops mouse events for a window a
modal blocks, so the dim -- a child of the game window -- never sees the
press that REQ-UI-DIALOG-DISMISS now asks it to act on.

REQ-UI-MODAL-CHROME states the rule the fix follows: a modal is drawn by the
game on the dim, with no title bar, no window border, no window-manager
close, and no way for the player to move it, resize it, or drag it off the
window. Each draws its own header, as the blueprint selection dialog already
does; content too large for the window scrolls inside the modal instead of
hanging past the edge. The exception is failure reporting -- a config or
blueprint file that will not load is still a system message box, since it
must reach the player when there is nothing left to draw on.

The requirements that described the old chrome follow: the blueprint dialog
loses its window-manager close, the escape menu, game-over and win screens
and both name dialogs say they are drawn, and REQ-UI-MODAL-DIM says the dim
is the surface a modal sits on rather than a layer kept in step with it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-18 11:54:54 +02:00
2026-07-12 09:16:49 +02:00
2026-07-22 21:44:20 +02:00
Description
No description provided
6.3 MiB
Languages
C++ 96%
CMake 2.2%
Python 1.1%
C 0.7%