9dd61b6e64e92a5b57a61638e10ac048fbe84fbf
Item icons were drawn bare in the panels and dialogs while only the game world composed them onto the item's visuals.toml square, so the same item read differently on a belt than in a panel. Move the composition into ItemIconCache, which now holds the visuals and offers it in two forms: paintItem() for the world's fractional geometry and getSquarePixmap() for widgets. WorldRenderer::drawWorldItem collapses onto the former, and the recipe-selection dialog, the selection panel's item chips and the recipe summary onto the latter. The inset fraction that shapes the composition now has one definition instead of two. An item with no icon file now shows its square alone rather than falling back to text, so callers gate on the composed pixmap being null -- the case of an item with neither square nor icon -- instead of on hasIcon(). The inline building_block icon beside a number keeps using the bare getPixmap() and takes no square. The chip and summary squares are drawn a few pixels larger than the icons were, so the artwork keeps its size once the square insets it. Reloading the visuals on a restart drops the composed pixmaps, which carry the colors they were painted with (REQ-CFG-RELOAD). REQ-UI-ITEM-ICON, REQ-UI-RECIPE-ICON, REQ-UI-SINGLE-SELECTION, REQ-UI-RECIPE-SUMMARY, REQ-UI-HQ-PANEL Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
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