Speed up per-frame layout, hit testing, and stacking paths
Split ScrollingLayout validation so the per-frame geometry solve only checks scalars and keeps the full tree validation behind debug_assert, removing a HashSet build from every frame. Replace the per-region Vec in decode_regions with a stack array via as_chunks, and skip the window hit test in PointerMotion when Overview is not presenting, where visual_scale_for_window returns 1.0 regardless. Guard sync_window_stacking behind a check that the space already matches the target order with uniform z_index, avoiding an O(n^2) raise_element loop on every redraw. Narrow window_under_visual to the space iterator outside Overview, keeping the collected and sorted candidate list for the Overview branch where front-to-back order is load-bearing. Raise rust-version to 1.98 and clear the resulting Clippy findings across the workspace: let-chain collapses, clamp, and while-let loops.
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@@ -107,10 +107,10 @@ fn main() -> Result<(), Box<dyn Error>> {
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let reload_handle = event_loop.handle();
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let result = event_loop.run(None, &mut state, |state| {
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if let Some(monitor) = &mut monitor {
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if let Some(result) = monitor.poll(std::time::Instant::now()) {
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if let Err(error) = result.and_then(|source| state.reload_config_source(source)) {
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warn!(%error, "config reload rejected; retaining last working config");
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}
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if let Some(result) = monitor.poll(std::time::Instant::now())
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&& let Err(error) = result.and_then(|source| state.reload_config_source(source))
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{
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warn!(%error, "config reload rejected; retaining last working config");
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}
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// At most one timer exists. Edits arriving during debounce move the
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// deadline; the old timer wakes once and is replaced if necessary.
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