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.
This commit is contained in:
Erik 2026-07-22 11:59:33 +02:00
parent d09e246d3a
commit 8b8afeefa3
42 changed files with 4029 additions and 461 deletions

View file

@ -27,11 +27,12 @@ What does NOT go here:
## Current queue — 2026-07-22
- **Active structural work:** `GameWindow` decomposition. Slices 17 are
complete; Slice 8 checkpoints AD now own native callbacks, live-session
composition, and world-environment state outside the shell.
complete; Slice 8 checkpoints AE now own native callbacks, live-session
composition, world-environment state, reversible device input/raw pointer,
and physical framebuffer publication outside the shell.
`GameWindow.OnUpdate` and `GameWindow.OnRender` are typed orchestration
handoffs and the class is 4,330 lines / 192 fields / 67 methods. Remaining
Slice 8 input/settings/composition/shutdown
handoffs and the class is 4,266 lines / 194 fields / 65 methods. Remaining
Slice 8 action-routing/settings/composition/shutdown
cleanup is active in
[`docs/architecture/code-structure.md`](architecture/code-structure.md).
This is the behavior-preserving prerequisite before new M4 feature bodies.