9b88deff69ee0e2ae91baf971d784f01a804ba00
The last dialogs wearing system chrome were the three QMessageBoxes -- the escape menu, the game-over and win screens -- and the two QInputDialogs that name a blueprint. They are the ones the player meets at the sharpest moments of a run, and they looked like alerts from the operating system. MessageDialog and NameInputDialog replace them on the layer. The message dialog names its buttons by the index addButton hands back and reports which was clicked, with Escape standing for a button the caller nominates rather than for a dismissal of its own -- Continue in the escape menu, as it was explicitly set to before, and Quit on the two state screens, which is where the reject role sent it. Neither dialog takes Q or a click outside: every button is a decision, and a half-typed name is work in progress (REQ-UI-DIALOG-DISMISS). Two things the layer needed for the nested case: it now tracks the scroll area each modal is shown in, so a modal opened with no anchor centers on the one it was opened from rather than on the window -- which is where the Create Blueprint prompt belongs (REQ-UI-PANEL-MODAL) -- and findFor() walks a widget's parents to the layer, so the blueprint panel buried in the layout dialog can open a modal without every widget in between carrying a pointer. The three error boxes stay system dialogs on purpose: config load, config reload, and blueprint file load all report a failure that may leave nothing to draw on (REQ-UI-MODAL-CHROME). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
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