feat(input): #89 cursor capture — Input.cursor_mode (hide/lock/confine)
A windowed action game can hide the OS cursor and lock/confine the mouse to the window. Input.cursor_mode(mode): 0 normal, 1 hidden (draw your own reticle), 2 locked (hidden + dissociated — the mouse feeds relative motion via Input.mouse_dx/dy and Input.mouse_x/y is a clamped virtual cursor, FPS/twin-stick aim), 3 confined (dissociated but visible; the mouse can't leave the window). The platform auto-releases (shows + reconnects) while the window is not key (Cmd-Tab) and on close, so the cursor is never left captured. Headless it is a no-op (DCE'd). Native macOS impl in cocoa.ll: [NSCursor hide]/[unhide] (ref-counted, toggled only on change so the count stays balanced across focus changes), CGAssociateMouseAndMouseCursorPosition, and CGGetLastMouseDelta for the relative virtual cursor, behind a new win_cursor_mode intrinsic. Windowed-only behaviour (not in the headless golden suite); example compiles headless and links windowed. Full suite 115/0, fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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11 changed files with 26543 additions and 26240 deletions
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@ -263,6 +263,7 @@ function emit_ns_call(ns: pointer, meth: pointer, e: Node) -> Val {
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if (meth == "touch_x") { bare = "input_touch_x"; push(labels, "index") }
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if (meth == "touch_y") { bare = "input_touch_y"; push(labels, "index") }
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if (meth == "set_touch") { bare = "input_set_touch"; push(labels, "index"); push(labels, "x"); push(labels, "y"); push(labels, "active") }
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if (meth == "cursor_mode") { bare = "input_cursor_mode"; push(labels, "mode") } # #89 cursor capture
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}
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# Audio.* (#22) — sfx/music playback over the platform audio backend
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# (runtime/native/audio.ludic + audio.ll). Playback is out-of-band; the
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@ -68,6 +68,7 @@ function emit_header() -> void {
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emith("declare void @win_mouse(ptr)\n")
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emith("declare void @win_pad(ptr)\n")
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emith("declare void @win_touch(ptr)\n")
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emith("declare void @win_cursor_mode(i32)\n")
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emith("declare ptr @snd_load(ptr)\n") # #22 audio backend (audio.ll)
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emith("declare void @snd_play(ptr, i32, i32, i32)\n")
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emith("declare void @snd_stop(ptr)\n")
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@ -13,6 +13,7 @@ function is_intrinsic2(name: pointer) -> bool {
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if (name == "win_running") or (name == "win_close") { return true }
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if (name == "win_held") or (name == "win_mouse") { return true } # #50 device layer
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if (name == "win_pad") or (name == "win_touch") { return true } # #51 gamepad / touch
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if (name == "win_cursor_mode") { return true } # #89 cursor capture
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if (name == "snd_load") or (name == "snd_play") or (name == "snd_stop") { return true } # #22 audio
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if (name == "snd_playing") or (name == "snd_set_volume") or (name == "snd_set_rate") { return true }
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if (name == "hs_req_new") or (name == "hs_req_header") or (name == "hs_req_body") { return true } # #6 HTTP
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@ -65,6 +66,8 @@ function emit_intrinsic2(name: pointer, e: Node) -> Val {
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# words/point [active, x, y]. Both windowed-only, DCE'd headless.
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if (name == "win_pad") { let a = arg_code(e, 0); emit(" call void @win_pad(ptr "); emit(a); emit(")\n"); return val("0", "void") }
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if (name == "win_touch") { let a = arg_code(e, 0); emit(" call void @win_touch(ptr "); emit(a); emit(")\n"); return val("0", "void") }
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# #89 — set the OS cursor capture mode (windowed only; DCE'd headless).
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if (name == "win_cursor_mode") { let a = arg_code(e, 0); emit(" call void @win_cursor_mode(i32 "); emit(a); emit(")\n"); return val("0", "void") }
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# #22 audio backend — AVAudioPlayer via audio.ll; windowed-only, DCE'd headless.
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if (name == "snd_load") { let a = arg_code(e, 0); return val(emit_bind(`call ptr @snd_load(ptr {a})`), "pointer") }
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if (name == "snd_play") {
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@ -196,7 +196,7 @@ function p_postfix() -> Node {
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if e.a.kind == E_ID and e.a.s == "Input" and (e.s == "bind" or e.s == "rebind" or e.s == "poll" or e.s == "down" or e.s == "pressed" or e.s == "record" or e.s == "replay" or e.s == "action" or e.s == "bind_pad" or e.s == "active" or e.s == "just_pressed" or e.s == "just_released") { g_uses_input = true }
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# #50 device layer — any of the multi-key / analog / mouse / gamepad / touch
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# methods also splices input.ludic (Input.key stays bare, no runtime).
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if e.a.kind == E_ID and e.a.s == "Input" and (e.s == "key_down" or e.s == "key_pressed" or e.s == "key_released" or e.s == "press" or e.s == "release" or e.s == "axis" or e.s == "axis_i" or e.s == "vector" or e.s == "strength" or e.s == "mouse_x" or e.s == "mouse_y" or e.s == "mouse_dx" or e.s == "mouse_dy" or e.s == "mouse_down" or e.s == "wheel" or e.s == "set_mouse" or e.s == "pad_connected" or e.s == "pad_button" or e.s == "pad_axis" or e.s == "set_pad" or e.s == "touch_count" or e.s == "touch_x" or e.s == "touch_y" or e.s == "set_touch") { g_uses_input = true }
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if e.a.kind == E_ID and e.a.s == "Input" and (e.s == "key_down" or e.s == "key_pressed" or e.s == "key_released" or e.s == "press" or e.s == "release" or e.s == "axis" or e.s == "axis_i" or e.s == "vector" or e.s == "strength" or e.s == "mouse_x" or e.s == "mouse_y" or e.s == "mouse_dx" or e.s == "mouse_dy" or e.s == "mouse_down" or e.s == "wheel" or e.s == "set_mouse" or e.s == "pad_connected" or e.s == "pad_button" or e.s == "pad_axis" or e.s == "set_pad" or e.s == "touch_count" or e.s == "touch_x" or e.s == "touch_y" or e.s == "set_touch" or e.s == "cursor_mode") { g_uses_input = true }
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# Anim.play/clip/on_frame/fired + Motion.to (#48): the ergonomic writes over
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# the SpriteAnim/Motion components live in systems.ludic and use the world
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# table, so splice it and force the reflection ABI even if the game leaves
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52567
selfhost/ludicc.seed.ll
52567
selfhost/ludicc.seed.ll
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