`keydown`/`keyup` dispatched a minimal Input.dispatchKeyEvent carrying only
{key}, so games/handlers that read event.code ("KeyD", "ArrowRight") or
event.keyCode saw nothing — a held key set no movement flag and the player
barely moved (dogfood: Dead Cell). They now build the same descriptor `press`
uses (key + code + windows/nativeVirtualKeyCode + printable text on down) via a
shared interaction::dispatch_single_key. Verified live: holding a direction now
drives continuous movement (player ran into an enemy and took damage), where
before it nudged ~80px.