message: Very basic performance testing.
  There... might be some problems.
diff: @@ -10,6 +10,7 @@ use std::time::Duration;
  struct MainState {
  image1: graphics::Image,
  image2: graphics::Image,
  + zoomlevel: f32,
  }
  // Then we implement the `ggez::game::GameState` trait on it, which
  @@ -26,24 +27,32 @@ impl MainState {
  let s = MainState {
  image1: image1,
  image2: image2,
  + zoomlevel: 1.0,
  };
  +
  + graphics::set_screen_coordinates(ctx, -s.zoomlevel, s.zoomlevel, s.zoomlevel, -s.zoomlevel);
  Ok(s)
  }
  }
  impl game::EventHandler for MainState {
  - fn update(&mut self, _ctx: &mut Context, _dt: Duration) -> GameResult<()> {
  + fn update(&mut self, ctx: &mut Context, _dt: Duration) -> GameResult<()> {
  + graphics::set_screen_coordinates(ctx, -self.zoomlevel, self.zoomlevel, self.zoomlevel, -self.zoomlevel);
  + self.zoomlevel += 1.0;
  + println!("Updating");
  Ok(())
  }
  fn draw(&mut self, ctx: &mut Context) -> GameResult<()> {
  - graphics::clear(ctx);
  - graphics::draw(ctx, &mut self.image1, None, None);
  - let dst = graphics::Rect::new(100.0, 100.0, 0.0, 0.0);
  - graphics::draw(ctx, &mut self.image2, None, Some(dst));
  + println!("Starting draw");
  + // graphics::clear(ctx);
  + // graphics::draw(ctx, &mut self.image1, None, None);
  + // let dst = graphics::Rect::new(1.0, 1.0, 0.0, 0.0);
  + // graphics::draw(ctx, &mut self.image2, None, Some(dst));
  graphics::present(ctx);
  - timer::sleep_until_next_frame(ctx, 60);
  + println!("Approx FPS: {}", timer::get_fps(ctx));
  + // timer::sleep_until_next_frame(ctx, 60);
  Ok(())
  }
  }
  