* Add option to set a font size multiplier for ttf fonts
* remove the option if we have no scaling fonts
* Clang the conquerer strikes again
* Update XSTRs
* clang
* Clarify comments
This refactors FontManager to improve it in several ways:
1. Change all the dynamic memory management to use `new`, rather than mixing `new` and `vm_malloc`
2. Change the current font to use an index rather than a pointer
3. Take advantage of more C++11 features to avoid redundant lookups
4. Use case-insensitive name comparison
5. Avoid overflowing the `fnt->filename` field
6. Use `Warning` rather than `Error` in a non-critical error situation
1. Stores the filename from the table Parser into the font struct so we can lookup fonts via their filename.
2. Allow "+Special Character Font:" to specify the first entry with the same filename's special character index for their own special character index, provide a default if not, and allow the moddert to specify them manually, but do not override already recorded values if the default is picked in order to protect retail behavior.
3. Vectorize Special Character Indexes, so that we don't have a table limit that will randomly crash FSO based on what table you happened to write! Woohoo!
This adds a mechanism for running generic operations at specific points
of the frame execution. This can be used by any part of the code an not
just Lua since it simply executes std::functions. It also adds an
"execution context" concept that specifies in which situation an
operation should be executed.
This is then used by the Lua Coroutines code for resuming coroutines at
specific points instead of always when the awaited promise resolves.
This allows to use standard TrueType Fonts for text rendering in FSO. It uses the NanoVG library which provides the ability of drawing 2D shapes. This library is used for most 2D operations now and can also be used directly by using the PathRenderer class.