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<title>Input.cursor_mode — Ludic</title>
<meta name="description" content="Hide / lock / confine the OS mouse cursor to the window (windowed).">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-input.html">Input</a> <span>›</span> <span class="here">Input.cursor_mode</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Input.cursor_mode</h1>
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<code class="sig">Input.cursor_mode(mode)</code>
<div class="desc"><p>Sets how a windowed game captures the OS mouse cursor:</p><p>- <code>0</code> normal (default) — the cursor is visible and free.
- <code>1</code> hidden — the cursor is hidden while the window is focused, so a game can draw its own reticle.
- <code>2</code> locked — hidden and dissociated from the mouse; the mouse feeds <em>relative</em> motion through <a href="input-mouse_dx.html"><code>Input.mouse_dx</code></a> / <code>mouse_dy</code>, and <a href="input-mouse_x.html"><code>Input.mouse_x</code></a> / <code>mouse_y</code> is a clamped virtual cursor — the FPS / twin-stick aim mode.
- <code>3</code> confined — dissociated but visible; the mouse cannot leave the window.</p><p>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.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="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()
}
}</pre></div>
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