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Drag images: Drag_Image is now in platform/dragdrop.odin (independent of the system), with drag_image_valid, drag_image_fade (the translucent ghost of a dragged element) and drag_image_fit (scaled down to a size, its hot spot following). drag_image_held says what the system's drag image helper holds after drag_start (Windows: read back from the data object's DragImageBits).
The app's own drag back over its window (drop_sync_set, Drop_Sync): while drag_start blocks, the window asks the app at once for each Drop_* instead of queueing them, so the app can handle the drop before drag_start returns (a browser fires drop before dragend).
Scripted drags (drag_script, Drag_Step, drag_script_calls): the next drag_start follows given points through the window's own drop target, with the same data object and drag image, never the real mouse (tests, remote control).
dragdrop_thread_init: OLE in a single-threaded apartment on the interface thread, before any library puts it in the multithreaded one (which made drop_target_enable and drag_start fail).
Pointing devices (platform/input_devices.odin): input_devices (mouse, pen, touch points; Windows: GetSystemMetrics), touch_max_points, and the rules of the primary pointer / every pointer (primary_pointer, any_pointer) as the CSS media features pointer, any-pointer, hover, any-hover see them.
Touch gestures (platform/touch_gesture.odin, pure): Touch_Gesture turns the fingers' positions and times into tap, pan, pinch (scale about the fingers' middle), long press and fling (release speed); touch_fling gives the glide's distance and time under exponential friction.
Event.pointer.kind of an emulated Mouse_* event says which device the system emulates (touch or pen).
render.capture_cancel: forgets a capture asked for and not read.
tests/dragdrop: drag images, the scripted drag back over the window with drop_sync_set (enter, over, drop answered at once, the image held by the system), gestures, device rules.