Add manual ffmpeg path support to cmake

This commit adds support for allowing the user to define the full
path to the static ffmpeg libraries.

In addition it also makes cmake output the location for the
static ffmpeg libraries that it will use.
Give memchecks/breakpoints a consistent interface.

Removes the limit on max breakpoints, and makes everything use accessors
for both that look roughly the same.
Improvements in the location and layout of the menus

1 - Included the page number in the graphics settings

2 - Included resource for locating in the of logo screen

3 - Adjustments of some buttons in the screen of graphics settings, to improve when translated

4 - Fix the reading of the "Locked CPU Speed" through the INI file

Note: Do not know if I could, but I took the liberty to include my nick in the credits as a contributor
Fix names with newlines in the symbol map.
Add skeleton for conditional breakpoints.
Buffer the breakpoints in UI to avoid overflows.
Don't skip memcheck'd op when illegal reads is off.
When hitting go on a memcheck, also skip it.

If you hit go you most likely want it to continue past the instruction you
were on.
Actually enforce temp breakpoints having no cond.
Ensure only the very next instruction is skipped.
Match transition in save dialog as real PSP does
Use "NEW DATA" as real PSP does for new save
Moved expression parser to native and changed how it's accessed
HW T&L: remove multiple with 2.0
SW T&L: remove multiple with 2.0
Optimize linked shader lookup in ApplyShader().

We already iterate all (skipping that with an if helps, though), and the
list of shaders in most games is pretty small.  Using a map is not gaining
much, and actually makes the whole thing slower.

Cuts from 9.84% time in Tales of Phantasia X (lots of flushes) to 1.85%.
Decode 16-bit textures a bit more directly.

Improves performance in God of War.
Flip around the texture key to invalid faster.
Allow Core_WaitInactive() when already inactive.

It's being called unconditionally now, it was changed in the other one, so
I guess it needs changing here.
Don't show a dialog on quit when EmuThread hangs.

It's not like it will prevent PPSSPP from quitting.