Let the system figure out the value of the Event

The values don't mean anything and while I could just save the vars to
the String value I'd rather keep the event codes as ints as I know they
will be used in communication, and int > string in those cases.
Hide / Show the cursor in the input dispatcher and emitters
Add TurningLeft / TurningRight methods on Transform for rotation
Fix event test

Eh, no need to test the oops case, that will show up in other ways.
Rely on InputEmitters to properly transform mouse positions

InputDispatcher shouldn't care how mouse coordinates are managed, it
just wants a distance from the center of the screen.
Update GLFWInputEmitter to adhere to new Cursor methods
Update test scenes

* Works with cursor management
* Update fps mapping to use methods on components.Transform
* Clean up some code and move camera input initialization around
Document what's going on with glfw mouse position processing
Hide the cursor in the volume scene