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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@ -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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