Mechanical sweep of all .sx sources, plan docs, and tests/expected
snapshots for the sx language rename (s8/s16/s32/s64 -> i8/i16/i32/i64).
Verified: tools/run_tests.sh 23/23.
Note: the ios-sim build has 2 pre-existing 'restart' dot-call errors
from the sx opt-in UFCS change (sx a47ea14) — independent of this
rename (present pre-sweep); migrated in the follow-up commit.
Drop the ':' before captures (for xs (x) / for 0..n (i)); the index
capture becomes the trailing open range (for xs, 0.. (x, i)). 136
headers across 26 files, mechanical.
Five headless tests (banner_layout, hit_test, swipe_commit,
swipe_intent, swipe_reshuffle) also gain a direct
#import "modules/ui/types.sx" — they named Point/Frame through a
transitive import, which bare visibility no longer permits.
Gates: sx build --target ios-sim main.sx links; tools/run_tests.sh
23/23.
Tap a gem to select it: BoardView hit-tests the touch to a grid cell and
draws a bright rim + translucent fill over it; tapping the same cell clears
the selection, tapping another moves it, tapping off-board clears it.
Selection only — no swap (that's P5). The HUD renders the live score and
remaining moves (out of the move limit) in the Lato font on a translucent
card above the grid.
The touch→cell geometry is factored into a pure BoardLayout (no GL/stb
imports) that BoardView composes and P5 will reuse for swap endpoints.
tests/hit_test.sx locks point_to_cell as the exact inverse of cell_frame
(every cell center round-trips; off-board taps reject) — headless because
BoardLayout pulls no C imports. goldens/p4_hud.png captures the scene after
a real idb tap at (201,437)pt: the HUD plus a yellow selection rim on the
red gem at cell (col 4, row 3).