--- id: input-cursor_mode name: Input.cursor_mode category: input kind: namespace-method tokens: Input.cursor_mode sig: Input.cursor_mode(mode) tip: Hide / lock / confine the OS mouse cursor to the window (windowed). order: 36 ns: Input member: cursor_mode --- Sets how a windowed game captures the OS mouse cursor: - 0 normal (default) — the cursor is visible and free. - 1 hidden — the cursor is hidden while the window is focused, so a game can draw its own reticle. - 2 locked — hidden and dissociated from the mouse; the mouse feeds relative motion through Input.mouse_dx / mouse_dy, and Input.mouse_x / mouse_y is 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 the cursor and reconnects it) while the window is not the key window (Cmd-Tab), and restores it on window close, so the cursor is never left captured. On a headless / non-windowed build it is a no-op. ```ludic program Aim { property Tag { n: int = 0 } model P { Tag } @OnStart handler Boot { Input.cursor_mode(2) } # lock + hide for aiming handler Draw phase Render { Screen.clear(0x101018) Screen.fill_rectangle(Input.mouse_x() - 2, Input.mouse_y() - 2, 4, 4, 0xffcc00) Screen.show() } } ```