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authorSam Lantinga <slouken@libsdl.org>2013-02-19 05:39:19 -0800
committerSam Lantinga <slouken@libsdl.org>2013-02-19 05:39:19 -0800
commitd486363049aad976335ba6ba12ef52b7d5d5e29e (patch)
tree1a5bda868695ba1ef3b10c5475b217694f235e5c /include/SDL_mouse.h
parentb5744978af5dca96e35a50e81e89770cb3a64d61 (diff)
The input API was never implemented, so removing it before release.
Diffstat (limited to 'include/SDL_mouse.h')
-rw-r--r--include/SDL_mouse.h16
1 files changed, 0 insertions, 16 deletions
diff --git a/include/SDL_mouse.h b/include/SDL_mouse.h
index 005da5b566..f6d6300cb2 100644
--- a/include/SDL_mouse.h
+++ b/include/SDL_mouse.h
@@ -23,22 +23,6 @@
* \file SDL_mouse.h
*
* Include file for SDL mouse event handling.
- *
- * Please note that this ONLY discusses "mice" with the notion of the
- * desktop GUI. You (usually) have one system cursor, and the OS hides
- * the hardware details from you. If you plug in 10 mice, all ten move that
- * one cursor. For many applications and games, this is perfect, and this
- * API has served hundreds of SDL programs well since its birth.
- *
- * It's not the whole picture, though. If you want more lowlevel control,
- * SDL offers a different API, that gives you visibility into each input
- * device, multi-touch interfaces, etc.
- *
- * Those two APIs are incompatible, and you usually should not use both
- * at the same time. But for legacy purposes, this API refers to a "mouse"
- * when it actually means the system pointer and not a physical mouse.
- *
- * The other API is in SDL_input.h
*/
#ifndef _SDL_mouse_h