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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@ -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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