fix: support multiple bind_default_trigger calls
Previously trigger_action_name + trigger_widget_id were module-local scalars, so the second bind_default_trigger call overwrote the first (and reused the action name 'panel_toggle' so lib-core.input's binding was also clobbered). Switched to a triggers array; each binding gets a unique input action 'panel_toggle_<widget_id>' so multiple widgets can be toggled by their own keys independently.
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@@ -5,7 +5,7 @@ handles input dispatch (mouse click + wheel, edge-detected), renders a
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titled panel overlay, and supports a context-menu layer. Designed as the
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glue layer between game modules and the engine render/input surfaces.
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**Version:** 0.1.0
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**Version:** 0.1.1
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**Lib-ID:** lib-core.panel
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**Requires:** engine.render.*, engine.input.*, lib-core.input (lazy, for default-trigger)
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**Tags:** panel, overlay, ui, input, context-menu
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