divider. Inval all tiles when a drag ends off any managed space. We
don't know what tiles have already been moved, and when it's returned
to its initial spot may appear a dup.
they're 2/3 their height higher. Meant to work better on touchscreens
where finger would otherwise prevent user from seeing where the drop
will land. Still not tested or tuned on device.
access can then be via a ptr, more effecient and faster. The change
seems to save 1K of generated code. No changes to algorithms, only to
field access.
util_altKeyDown to allow user to choose between scrolling board and
dragging the hint rect when both are possible. add adjustYOffset;
make it and board_setYOffset more tolerant of out-of-bounds inputs and
use that to simplify calling code.
before and after the scroll. Otherwise on platforms where scrolling
is via a bitmove the old position gets scrolled away and never redrawn
leaving ghost tile parts lying around.