bump: minor type: feat Cursor capture (#89) — `Input.cursor_mode(mode)` hides / locks / confines the OS mouse for a windowed game: `0` normal (visible, free), `1` hidden (hide the OS cursor while focused so a game draws its own reticle), `2` locked (hidden + dissociated — the mouse feeds *relative* motion through `Input.mouse_dx/dy`, and `Input.mouse_x/y` becomes a clamped virtual cursor, the FPS / twin-stick aim mode), `3` confined (dissociated but visible; the mouse cannot leave the window). The platform auto-releases (shows + reconnects the cursor) while the window is not key (Cmd-Tab) and on close, so the cursor is never left captured. Adds the native macOS implementation in `cocoa.ll` (`[NSCursor hide]/[unhide]`, ref-counted and toggled only on change; `CGAssociateMouseAndMouseCursorPosition`; `CGGetLastMouseDelta` for the relative virtual cursor) behind a new `win_cursor_mode` intrinsic; headless / non-windowed it is a no-op (DCE'd). Example: `examples/library/cursor_capture.ludic`.