|SOURCE|
[Common::Events]
* Added ResolutionChangeEventType for when the screen's resolution changes
* Added ResolutionChangeEventData which contains the width and height of the
  resolution change.  Data can be set with SetResolution and retrieved with
  GetResolution.
* If the resolution passed in to SetResolution for the
  ResolutionChangeEventData is zero for either parameter, ZED_FAIL is returned
  and an error message is printed to the standarad output, otherwise ZED_OK is
  returned
* Added ResolutionChangeEvent to pass the resolution to the event router
[Common::GameStateEvents::GameStateInputListener]
* Added member variables to store the width and height of the screen as well as
  the half width and half height in both unsigned 32-bit integer form and
  32-bit floating point form
* The previously hard-coded values for the half width and half height in the
  HandleEvent member function
* When a ResolutionChangeEventType is passed through into the HandleEvent
  function, the resolution is extracted and the local width and height, and
  half-width and half-height are set
[Common::Game]
* Before entering the main loop, the current resolution of the screen is sent
  to the global event router for all events which may be listening for it
* When the window is resized in Execute, the resolution is sent as an event to
  the global event router
[Common::GameStateManager]
* PushState registers the ResolutionChangeEventType with the topmost game state