Introduce scene node definitions for rendering and hits#133
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Summary
This PR starts moving scene behavior behind node definitions instead of hard-coding glyphs in editor/rendering paths.
NodeDefinitionregistration and moves glyph pointer hit-testing intoGlyphNodeDefinition.RenderContextso renderer-owned resources, including the marker layer, flow through frame dispatch instead of being retained by scene-layer helpers.GlyphNodeDefinition.NodeObject.bounds()forward to the registered node definition.Why
Text, image, and plugin-defined nodes should not require editing
SceneLayer,BackgroundLayer, orEditor.getPointerTargetfor basic draw/hit behavior. This keeps render pass ordering in the renderer while letting node kinds own their content and internal chrome.Follow-up
Marker placement still has one asymmetry: CPU handle drawing inherits placement from the canvas transform stack, while GPU marker drawing receives the glyph node offset through
Handles.draw(ctx, node, ...). The intended follow-up is a marker transform/offset capability so canvas and marker placement share the same transform discipline before issue #129 lands node transforms.Validation
pnpm format:checkpnpm lint:checkpnpm typecheckpnpm build:native:debug && pnpm --filter @shift/desktop test