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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@@ -109,12 +109,14 @@ impl Appearance {
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} else {
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ThemeBuilder::dark()
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};
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let mut corners = cosmic::cosmic_theme::CornerRadii::default();
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corners.radius_xs = [self.radius.min(4.); 4];
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corners.radius_s = [self.radius.min(8.); 4];
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corners.radius_m = [self.radius; 4];
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corners.radius_l = [self.radius; 4];
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corners.radius_xl = [self.radius; 4];
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let corners = cosmic::cosmic_theme::CornerRadii {
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radius_0: Default::default(),
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radius_xs: [self.radius.min(4.); 4],
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radius_s: [self.radius.min(8.); 4],
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radius_m: [self.radius; 4],
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radius_l: [self.radius; 4],
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radius_xl: [self.radius; 4],
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};
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let mut native = builder
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.corner_radii(corners)
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.bg_color(color(self.panel))
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