message: updated input_test to be a bit more accessable
diff: use ggez::event::{self, Axis, Button, GamepadId, KeyCode, KeyMods, MouseButton};
  use ggez::graphics::{self, Color, DrawMode};
  -use ggez::input;
  +use ggez::{conf, input};
  use ggez::{Context, GameResult};
  use glam::*;
  @@ -77,10 +77,10 @@ impl event::EventHandler for MainState {
  // If you change your screen coordinate system you need to calculate the
  // logical coordinates like this:
  /*
  - let screen_rect = graphics::screen_coordinates(ctx);
  - let size = graphics::window(ctx).inner_size();
  - logical_x = (x / (size.width as f32)) * screen_rect.w + screen_rect.x;
  - logical_y = (y / (size.height as f32)) * screen_rect.h + screen_rect.y;
  + let screen_rect = graphics::screen_coordinates(_ctx);
  + let size = graphics::window(_ctx).inner_size();
  + self.pos_x = (x / (size.width as f32)) * screen_rect.w + screen_rect.x;
  + self.pos_y = (y / (size.height as f32)) * screen_rect.h + screen_rect.y;
  */
  }
  println!(
  @@ -139,13 +139,20 @@ impl event::EventHandler for MainState {
  }
  pub fn main() -> GameResult {
  - let cb = ggez::ContextBuilder::new("input_test", "ggez");
  + let cb = ggez::ContextBuilder::new("input_test", "ggez").window_mode(
  + conf::WindowMode::default()
  + .fullscreen_type(conf::FullscreenType::Windowed)
  + .resizable(true),
  + );
  let (ctx, event_loop) = cb.build()?;
  // remove the comment to see how physical mouse coordinates can differ
  // from logical game coordinates when the screen coordinate system changes
  // graphics::set_screen_coordinates(&mut ctx, Rect::new(20., 50., 2000., 1000.));
  + // alternatively, resizing the window also leads to screen coordinates
  + // and physical window size being out of sync
  +
  let state = MainState::new();
  event::run(ctx, event_loop, state)
  }
  