feat(ui): tree-owned scroll gestures and geometry hit-testing
Drag, flick and tap-vs-scroll now live on the scrollX/scrollY flag in ui.lua, so any scroll box pans with no app code. tree.hit returns the deepest node by geometry and dispatch bubbles to the nearest handler, dropping the now-unused CAPTURE flag. keyboard moves in as ui.keyboard, and embed compiles nested lib dirs to dotted module names.
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@@ -32,7 +32,6 @@ enum Type : uint8_t { BOX, TEXT, BUTTON, CUSTOM };
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enum Flag : uint8_t {
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ROW = 1 << 0, // main axis is horizontal
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CAPTURE = 1 << 1, // swallows the taps its children missed
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INTERACTIVE = 1 << 2, // has an on_press
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DIRTY = 1 << 3,
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PRESSED = 1 << 4,
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@@ -204,8 +203,10 @@ public:
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return error == nullptr;
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}
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// Deepest interactive node wins, so a tappable child beats its tappable
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// parent. The list is singly linked, so "last match walking forward" stands
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// Deepest node by geometry wins, so a child beats its parent and a later sibling
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// beats an earlier one it overlaps. Whether that node responds to a press or a pan is
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// dispatch's business, which bubbles up from here -- hit-testing is not fused with who
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// handles the gesture. The list is singly linked, so "last match walking forward" stands
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// in for "first match walking backward"; they name the same node.
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uint16_t hit(uint16_t id, int px, int py) const {
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const Node& n = nodes[id];
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@@ -222,9 +223,7 @@ public:
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}
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if (found != NONE)
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return found;
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if (n.flags & CAPTURE)
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return id;
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return (n.flags & INTERACTIVE) ? id : NONE;
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return id;
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}
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bool scrolls(uint16_t id) const {
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