The input API was never implemented, so removing it before release.
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@ -58,7 +58,6 @@ HDRS = \
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SDL_gesture.h \
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SDL_gesture.h \
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SDL_haptic.h \
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SDL_haptic.h \
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SDL_hints.h \
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SDL_hints.h \
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SDL_input.h \
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SDL_joystick.h \
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SDL_joystick.h \
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SDL_keyboard.h \
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SDL_keyboard.h \
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SDL_keycode.h \
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SDL_keycode.h \
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@ -1,87 +0,0 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_input.h
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*
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* Include file for lowlevel SDL input device handling.
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*
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* This talks about individual devices, and not the system cursor. If you
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* just want to know when the user moves the pointer somewhere in your
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* window, this is NOT the API you want. This one handles things like
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* multi-touch, drawing tablets, and multiple, separate mice.
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*
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* The other API is in SDL_mouse.h
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*/
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#ifndef _SDL_input_h
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#define _SDL_input_h
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_video.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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extern "C" {
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/* *INDENT-ON* */
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#endif
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/* Function prototypes */
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/* !!! FIXME: real documentation
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* - Redetect devices
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* - This invalidates all existing device information from previous queries!
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* - There is an implicit (re)detect upon SDL_Init().
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*/
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extern DECLSPEC int SDLCALL SDL_RedetectInputDevices(void);
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/**
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* \brief Get the number of mouse input devices available.
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*/
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extern DECLSPEC int SDLCALL SDL_GetNumInputDevices(void);
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/**
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* \brief Gets the name of a device with the given index.
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*
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* \param index is the index of the device, whose name is to be returned.
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*
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* \return the name of the device with the specified index
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*/
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extern DECLSPEC const char *SDLCALL SDL_GetInputDeviceName(int index);
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extern DECLSPEC int SDLCALL SDL_IsDeviceDisconnected(int index);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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}
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/* *INDENT-ON* */
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#endif
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#include "close_code.h"
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#endif /* _SDL_mouse_h */
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/* vi: set ts=4 sw=4 expandtab: */
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@ -23,22 +23,6 @@
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* \file SDL_mouse.h
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* \file SDL_mouse.h
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*
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*
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* Include file for SDL mouse event handling.
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* Include file for SDL mouse event handling.
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*
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* Please note that this ONLY discusses "mice" with the notion of the
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* desktop GUI. You (usually) have one system cursor, and the OS hides
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* the hardware details from you. If you plug in 10 mice, all ten move that
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* one cursor. For many applications and games, this is perfect, and this
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* API has served hundreds of SDL programs well since its birth.
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*
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* It's not the whole picture, though. If you want more lowlevel control,
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* SDL offers a different API, that gives you visibility into each input
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* device, multi-touch interfaces, etc.
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*
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* Those two APIs are incompatible, and you usually should not use both
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* at the same time. But for legacy purposes, this API refers to a "mouse"
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* when it actually means the system pointer and not a physical mouse.
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*
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* The other API is in SDL_input.h
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*/
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*/
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#ifndef _SDL_mouse_h
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#ifndef _SDL_mouse_h
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