* Rewrote the timing routine to be more accurate and more stable.
* The Stopwatch is now used instead of SDL_GetTicks, as the former is
significantly more accurate.
* OS-specific delay routines are now used where possible.
- Currently, only POSIX platforms support this (using nanosleep).
Other platforms will fall back to SDL_Delay.
- Improved the SDL_Delay method to take fractional times into account
as much as possible.
* BREAKING CHANGES:
- Changed SdlWindow's Start() function to use hertz instead of
milliseconds, as that's likely going to be more intuitive for games.
- Changed SdlWindow's VideoUpdateTicks and GameUpdateTicks properties
to be VideoUpdateRate and GameUpdateRate, respectively. These also
reports the rate in hertz rather than milliseconds.
- The game loop now passes a float (delta) to OnUpdate to indicate the
expected amount of time that has passed between update calls.
* Updated the sample projects to accommodate the aforementioned breaking
changes. :)
* The power state is currently exposed via a property. Events
(firing on state changes, alarms at certain percentages, etc)
will come later.
* A simple sample project (only outputs to console so far) is
included.