bump: patch type: fix cursor `mode 3` (confined) now keeps the OS cursor **associated** (absolute position preserved) and hidden, instead of dissociating it like `mode 2` (lock/relative). Only true-lock `mode 2` uses relative deltas now; `win_mouse` reports the absolute position on `mode 3` and clamps it to the framebuffer. And `mode 3` now **physically confines** the cursor: each frame the platform layer warps it back to the window's content rect (`CGWarpMouseCursorPosition`) whenever it strays past the edge, so clicks can't land outside and the window keeps focus. This lets a top-down game hide + confine the cursor while `aim_mode 0` (mouse aim) keeps resolving to where the reticle points — previously any confine/lock mode silently broke absolute mouse aim, and a confined cursor still escaped the window (#89 follow-up).