feat(input): native gamepad + touch + mouse-position hardware bindings (#51)
Wire the macOS platform side of the #50 device layer, feeding the same state buffers the read APIs consume — no API changes, purely OS glue. - mouse: cocoa.ll reads the live cursor via mouseLocationOutsideOfEventStream, converted to framebuffer pixels and y-flipped, so windowed games get Input.mouse_x/y without injection (W_mx/W_my were never written before). - gamepad: win_pad polls GCController.controllers each frame, packing extended- gamepad buttons (SDL_GameControllerButton order) and thumbsticks (16.16 fixed, Y negated for SDL convention) into in_pad_*. Windowed builds now load GameController via -needed_framework (its classes are reached by name, so a plain -framework link dead-strips it); DCE'd in headless builds. - touch: the view's NSTouch phase handlers snapshot the touching set into in_touch_* (normalizedPosition -> framebuffer pixels). Web platform.js gains zero-fill stubs for win_held/mouse/pad/touch so a windowed wasm build resolves the device-layer imports. New test asserts the windowed link loads GameController. Reseeded; full + selfhost suites green (79 + 29). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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