akgl_ui_handle_event is the mouse half of the input story -- keyboard and gamepad stay with the control maps, because keyboard focus is something an application declares rather than something a pointer position implies. It handles motion, left-button presses and releases, the wheel and window resizes; everything else, and everything while the subsystem is inert, reports consumed=false and succeeds, the same pass-everything contract akgl_controller_handle_event already has. The documented call order is UI first, control maps second, skipping on consumed. A press, release or wheel is consumed when the pointer is over any UI element. The hit test asks clay against the layout the previous frame retained -- this frame's does not exist while events are polled, and one frame of staleness is the standard model's accepted cost -- with clay's internal full-screen Clay__RootContainer excluded, because being inside the window is not being over the interface (unexcluded, every click anywhere was consumed; the test that pins this caught it). Pointer state is fed to clay per event, as clay documents; the press edge is latched once per frame_begin for the widgets to come, rather than trusting Clay_PointerData's per-SetPointerState edge, which advances per mouse event. frame_begin also drives Clay_UpdateScrollContainers from the accumulated wheel (32 pixels per notch) and a wall-clock dt. Tests pin the whole contract: pass-through before init, no consumption before any layout exists, press/release inside vs beside a panel, right button ignored, motion never consumed, wheel consumed only over the UI, resize reaching the layout engine, and key events left alone. Co-Authored-By: Claude Code (Claude Fable 5, claude-fable-5) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71 Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
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