ludic/examples/library
Orkuncakilkaya 3eb5447f74
All checks were successful
bootstrap / cfree-fixpoint (push) Successful in 22s
ci / build-and-test (push) Successful in 2m24s
commit-lint / conventional-commits (push) Successful in 5s
docs / build-and-deploy (push) Successful in 29s
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>
2026-09-02 08:06:34 +03:00
..
anim.ludic feat(stdlib): add Anim.* + Tween.* — deterministic 2D animation & tweening (#5) 2026-08-31 13:05:06 +03:00
anim_ecs.ludic feat(ecs): engine-owned systems auto-tick user components (#43) 2026-08-31 15:41:44 +03:00
anim_sugar.ludic feat(anim): animation ergonomics — named clips, Anim.play/Motion.to, frame events, fluent Tween handles (#48) 2026-08-31 16:53:16 +03:00
arena.ludic chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30) 2026-08-30 18:54:21 +03:00
atlas.ludic feat(assets): #81 namespaced spritesheet/atlas API (Sprite.* / Assets.*) 2026-09-02 07:58:13 +03:00
audio.ludic feat(audio): Audio.* standard library over a native AVAudioPlayer backend (#22) 2026-08-31 17:52:31 +03:00
bignum.ludic feat(types): BigInt + Decimal exact economy numbers (#52) 2026-08-31 18:45:14 +03:00
camera_zoom.ludic feat(camera): #78 deterministic Camera.zoom (Q16.16 render-time zoom) 2026-09-02 06:55:37 +03:00
clear_color.ludic feat(render): #86 @ClearColor — Render phase auto-clears + auto-presents 2026-09-02 07:10:44 +03:00
combat.ludic chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30) 2026-08-30 18:54:21 +03:00
containers.ludic feat(types): Dict + Set string-keyed containers (#54) 2026-08-31 18:51:42 +03:00
core_components.ludic feat(core): #77 ship canonical Position/Body/Collider from ludic.core package 2026-09-02 06:46:06 +03:00
coverage.ludic feat(testing): line coverage via --coverage + bin/x test --coverage (#45) 2026-08-31 14:51:14 +03:00
crypto.ludic feat(stdlib): finish Crypto (CSPRNG + base64) and add Uuid.* library (#19 #16) 2026-08-30 21:40:51 +03:00
cursor_capture.ludic feat(input): #89 cursor capture — Input.cursor_mode (hide/lock/confine) 2026-09-02 08:06:34 +03:00
errors.ludic feat(errors): panic(msg) + assert(cond, msg) with file:line — no raw crashes (#8) 2026-08-31 14:33:37 +03:00
fs.ludic feat(stdlib): add Fs.* / Path.* / Mime.* — filesystem, paths, content types (#10) 2026-08-30 22:43:50 +03:00
gameplay_foundation.ludic feat(controllers): #57 foundation — ludic.gameplay package + lever 5 (disable system) 2026-09-01 16:23:10 +03:00
grid.ludic feat(engine): Tiled P1 — rt_tmap model + GID resolver + render + projection (#69) 2026-09-01 14:43:29 +03:00
http.ludic feat(http): Http.* poll-based HTTP/HTTPS client over a native NSURLConnection backend (#6) 2026-08-31 18:10:53 +03:00
input_actions.ludic feat(input): action maps + deterministic record/replay (#7) 2026-08-31 16:03:56 +03:00
input_auto.ludic feat(input): #83 Input Manager + auto-commit the device layer in the frame loop 2026-09-02 07:04:10 +03:00
input_device.ludic feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input_edge.ludic fix(input): #87 key_pressed/key_released edges never fired under the frame loop 2026-09-02 07:27:24 +03:00
input_manager.ludic feat(input): #83 Input Manager + auto-commit the device layer in the frame loop 2026-09-02 07:04:10 +03:00
input_movement.ludic feat(input,ecs): #79 Input.axis_i directional int + #84 world bounds 2026-09-02 07:44:41 +03:00
jobs.ludic feat(stdlib): Jobs, Promises & opt-in Sync concurrency (#14) 2026-09-01 03:32:31 +03:00
light_ecs.ludic feat(ecs): Light2D/Occluder/Ambient as auto-consumed components (#47) 2026-08-31 15:49:50 +03:00
light_tiers.ludic feat(light): render-quality tiers 3-4 — cones, falloff, soft shadows, gels, normals, day/night (#49) 2026-08-31 16:35:41 +03:00
lighting.ludic feat(rendering): add Light.* — deterministic 2D light accumulation with hard shadows (#4) 2026-08-31 14:07:19 +03:00
logging.ludic feat(stdlib): add Log.* — levelled, structured logging (#15) 2026-08-30 21:57:22 +03:00
noise.ludic feat(stdlib): add Noise.* — deterministic fixed-point procedural noise (#3) 2026-08-30 21:50:50 +03:00
numeric.ludic feat(types): Huge + Angle + Percent polish numeric types (#55) 2026-08-31 19:04:37 +03:00
optionresult.ludic feat(types): option (some/none) safety type (#53) 2026-08-31 19:11:27 +03:00
os.ludic feat(stdlib): add Os.* — the OS/environment interface (#21) 2026-08-30 22:19:11 +03:00
physics.ludic feat(engine): 2D collision / physics-lite — Body + Collider + esys_move (#65) 2026-09-01 13:17:36 +03:00
physics_tiles.ludic feat(engine): Tiled P1 — rt_tmap model + GID resolver + render + projection (#69) 2026-09-01 14:43:29 +03:00
query.ludic feat(stdlib): add Query.* — ECS spatial queries over the reflection ABI (#42) 2026-08-31 13:19:25 +03:00
recover.ludic feat(errors): recoverable failures as values — try/else over ok/err results (#46) 2026-08-31 15:04:14 +03:00
reflect.ludic feat(types): add Reflect.* — runtime reflection over the world schema (#20) 2026-08-31 13:28:51 +03:00
regex.ludic feat(stdlib): add Regex.* — a linear-time regular-expression engine (#18) 2026-08-31 12:23:19 +03:00
render.ludic feat(rendering): add Screen.camera/clip/blend_mode/oval + Camera.* + Screen.pixel (#23) 2026-08-31 13:43:01 +03:00
serialize.ludic feat(reflect): generic value tree + Reflect.serialize/apply + JSON bridge (#44) 2026-08-31 15:19:21 +03:00
sprite_render.ludic feat(render): #85 engine sprite-render system + deprecate bare draw_sprite 2026-09-02 07:20:13 +03:00
testing.ludic feat(testing): built-in test blocks + expect assertions, auto-run with pass/fail (#12) 2026-08-31 14:27:45 +03:00
tiled_p0.ludic feat(stdlib): Tiled P0 — XML reader + base64 decode + gzip framing (#67) 2026-09-01 14:04:49 +03:00
tiled_p1.ludic feat(engine): Tiled P1 — rt_tmap model + GID resolver + render + projection (#69) 2026-09-01 14:43:29 +03:00
tiled_p2.ludic feat(stdlib): Tiled P2 — collision normalisation into the Solids feed (#70) 2026-09-01 14:50:27 +03:00
tiled_p3.ludic feat(engine): Tiled P3 — animated tiles (deterministic frame clock) + tile objects (#71) 2026-09-01 14:58:21 +03:00
tiled_p4.ludic feat(stdlib): Tiled P4 — objects, custom props/types, templates, opt-in spawn (#72) 2026-09-01 15:08:06 +03:00
tiled_p05.ludic feat(stdlib): Tiled P0.5 — TMX/TSX reader over the XML reader (#68) 2026-09-01 14:15:41 +03:00
tiled_p5.ludic feat(engine): Tiled P5 — image/group layers, iso/hex/staggered coords, Wang (#73) 2026-09-01 15:14:36 +03:00
tiled_p6.ludic feat(stdlib): Tiled P6 — infinite/chunked maps, .world stitching, base64+zstd (#74) 2026-09-01 16:07:10 +03:00
unicode.ludic feat(stdlib): add Unicode.* — UTF-8 code points, graphemes, case mapping (#13) 2026-08-30 22:29:00 +03:00
uuid.ludic feat(stdlib): finish Crypto (CSPRNG + base64) and add Uuid.* library (#19 #16) 2026-08-30 21:40:51 +03:00
world_bounds.ludic feat(input,ecs): #79 Input.axis_i directional int + #84 world bounds 2026-09-02 07:44:41 +03:00