|SOURCE|
[Common::Events]
* Added a new event type: MousePositionInputEventType
* Mouse positions can now be sent to the event router to be handled by the
  event handlers which request them
* MousePositionInputEventData has member funcitons for getting and setting the
  mouse position
* MousePositionEvent maintains a MousePositionInputEventData instance which is
  unpacked by event handlers
[Common::GameplayEvents]
* Replaced the four DEBUG_CAMERA_LOOK_* constants with
  DEBUG_CAMERA_LOOK_HORIZONTAL and DEBUG_CAMERA_LOOK_VERTICAL to handle mouse
  input being in the range of -1 to 1
* Removed the cases for DEBUG_CAMERA_LOOK_* in DebugCameraActive, replacing
  them with the new DEBUG_CAMERA_LOOK_HORIZONTAL and DEBUG_CAMERA_LOOK_VERTICAL
* Added a maximum vertical and horizontal look speed
[Common::Game]
* The mouse position is stored for the previous update and compared against the
  new one to determine if the position has changed
* The mouse position is centred after every update
[Common::GameStateEvents]
* Added code to handle the MousePositionEventType, this is only working with a
  width of 640 and only deals with the horizontal movement, converting it into
  the range -1 (left of screen) to 1 (right of screen), with 0 being in the
  centre
[Common::GameStateManager]
* Added the MousePositionInputType to the event listener of the topmost game
  state
[Common::GameplayGameState]
* The X and Y axis of the connected mouse is bound to the
  DEBUG_CAMERA_LOOK_HORIZONTAL and DEBUG_CAMERA_LOOK_VERTICAL, respectively
* Temporarily enabled the debug camera by default to test out the new mouse
  look