ludic/docs/language/input
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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
..
_section.md 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-action.md feat(input): #83 Input Manager + auto-commit the device layer in the frame loop 2026-09-02 07:04:10 +03:00
input-active.md feat(input): #83 Input Manager + auto-commit the device layer in the frame loop 2026-09-02 07:04:10 +03:00
input-axis.md 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-axis_i.md feat(input,ecs): #79 Input.axis_i directional int + #84 world bounds 2026-09-02 07:44:41 +03:00
input-bind.md feat(input): action maps + deterministic record/replay (#7) 2026-08-31 16:03:56 +03:00
input-bind_pad.md feat(input): #83 Input Manager + auto-commit the device layer in the frame loop 2026-09-02 07:04:10 +03:00
input-cursor_mode.md feat(input): #89 cursor capture — Input.cursor_mode (hide/lock/confine) 2026-09-02 08:06:34 +03:00
input-down.md feat(input): action maps + deterministic record/replay (#7) 2026-08-31 16:03:56 +03:00
input-just_pressed.md feat(input): #83 Input Manager + auto-commit the device layer in the frame loop 2026-09-02 07:04:10 +03:00
input-just_released.md feat(input): #83 Input Manager + auto-commit the device layer in the frame loop 2026-09-02 07:04:10 +03:00
input-key.md docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards 2026-08-29 17:53:22 +03:00
input-key_down.md 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-key_pressed.md 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-key_released.md 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-mouse_down.md 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-mouse_dx.md 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-mouse_dy.md 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-mouse_x.md 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-mouse_y.md 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-pad_axis.md 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-pad_button.md 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-pad_connected.md 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-poll.md feat(input): action maps + deterministic record/replay (#7) 2026-08-31 16:03:56 +03:00
input-press.md 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-pressed.md feat(input): action maps + deterministic record/replay (#7) 2026-08-31 16:03:56 +03:00
input-rebind.md feat(input): action maps + deterministic record/replay (#7) 2026-08-31 16:03:56 +03:00
input-record.md feat(input): action maps + deterministic record/replay (#7) 2026-08-31 16:03:56 +03:00
input-release.md 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-replay.md feat(input): action maps + deterministic record/replay (#7) 2026-08-31 16:03:56 +03:00
input-set_mouse.md 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-set_pad.md 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-set_touch.md 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-strength.md 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-touch_count.md 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-touch_x.md 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-touch_y.md 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-vector.md 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-wheel.md 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