|SOURCE|
[Common::Events]
* Common event listener classes are contained in here
[Common::GameState]
* A list of EventListeners added to allow for tuning out events depending on
  the active game state
|SOURCE|
[Common::Events]
* Removed redundant global input ID and name, as g_InputEvent contains both
* Removed InputEventType, as g_InputEvent does the same thing
* Removed InputEventType, as there is no use for it
* References to ZED::System for Event classes resolved to ZED::Utility
[Common::GameState]
* References to ZED::System for Event classes resolved to ZED::Utility
* An EventRouter has been added to handle and dispatch events from the game
  state
[Common::GameStateManager]
* Added an EventRouter for game states to use as well as the main game to add
  events
* When pushing a state onto the stack, the event router points to the top-most
  event router (this should extend to the pop member function)
[Common::Game]
* Aded a dummy Keyboard event to test the event system (will need to send the
  full keyboard state for processing)
|SOURCE|
[Common::GameStateManager]
* When popping from the stack, the next element's EventRouter is used as the
  current one for the GameStateManager
[Common::GameplayState]
* Destructor deletes the EventRouter
[Common::IntroductionGameState]
* Destructor deletes the EventRouter
|SOURCE|
[Linux::Game]
* Set the origin's X co-ordinate back to zero
|BUILD CONFIGURATION|
[Linux]
* Linking against the ZED::Utility library for release and profile builds

|SOURCE|
* Re-considering passing input via the event system.  It may be better to map
  the input on a per-state basis.  (Maybe some kind of input binding)
No time for a message
|SOURCE|
[Linux::Game]
* Game::Initialise
  * Fixed the X offset so it's zero
  * If the input manager fails to be created, the member function returns
    ZED_FAIL