refactor(input): own pointer and callback lifetime
Move camera pointer, framebuffer resize, and retained/devtools input edges behind focused reversible owners. Preserve input priority while making shutdown deactivate callbacks before live-session retirement and retry physical detach without stranding transport teardown.
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@ -27,11 +27,12 @@ What does NOT go here:
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## Current queue — 2026-07-22
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- **Active structural work:** `GameWindow` decomposition. Slices 1–7 are
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complete; Slice 8 checkpoints A–D now own native callbacks, live-session
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composition, and world-environment state outside the shell.
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complete; Slice 8 checkpoints A–E now own native callbacks, live-session
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composition, world-environment state, reversible device input/raw pointer,
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and physical framebuffer publication outside the shell.
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`GameWindow.OnUpdate` and `GameWindow.OnRender` are typed orchestration
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handoffs and the class is 4,330 lines / 192 fields / 67 methods. Remaining
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Slice 8 input/settings/composition/shutdown
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handoffs and the class is 4,266 lines / 194 fields / 65 methods. Remaining
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Slice 8 action-routing/settings/composition/shutdown
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cleanup is active in
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[`docs/architecture/code-structure.md`](architecture/code-structure.md).
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This is the behavior-preserving prerequisite before new M4 feature bodies.
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