add initial quickbarmenu, aka quickslot things.

so like keys 1-8, or something. i think it's best if it stores its own
inventory items as well, and dragging from main inventory to here, or
"equipping". I guess it is kind of equipping, since this would only
be for non-armory things, like swords, torches etc.
add quickbarmenu, aka quickslots 0-7, etc...
add proof of concept for inventory slots, through librocket
fix quickbar slot sizing
use a better image/colors for it
add the sub quickbarslot, i really hate how i don't know how to make

this into a template, but it's not too bad..
fix inventory layout
example of setting the subslots and the slots(parent)
well, i managed to fix that padding issue for the quickbar thang
fix sizing some more..
basic slot selection/coloring..
just use a raw color now, no image for the slots, later on we can

change it to images and programmatically change that. but for now it isn't
necessary. and just adds difficulty
fix debug menu's collapsed width
right align that shit
set a test texture, think i need to tweak the rocket renderer to load

png files
use freeimage
so long stupid TGA, hello png for gui/librocket rendering
rm unneeded tga loading code, was commented out. now removed.
change quickbar slot (equipped slot/weapon) with the 1-8 keys
add Item class, which represents an item or set of items in an inventory

or on the ground (as a drop or as a placed object);