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Upgraded C++ and QML to QtQuick 2.0

TileLayerItem rendering not implemented.
Converted SpriteItem to QQuickItem

This is much more efficient than implementing a QQuickPaintedItem.

A single QSGTexture instance is shared for each ImageResource.

The textures are lazily created in the rendering thread, and deleted
using deleteLater. This should make sure they are not deleted while the
rendering thread may still be using them.

Reviewed-by: Erik Schilling
Renamed pixmapresource.{h,cpp} to imageresource.{h,cpp}

The class was already renamed in the previous commit.

Also cleaned up some includes in the process.
Cache resources by their URL instead of their path

Since the URLs are resolved, this simplifies making sure that one
resource referred to from different relative paths is still considered
the same resource.

This change also simplifies requestSpriteDefinition and requestImage a
little and fixes SpriteDefinition still using a hardcoded sprite path.
Moved everything Mana-related into the Mana namespace

Actually the ResourceManager, SpriteItem and also the MapItem and
TileLayerItem are all Mana-related. Moving them into the Mana
namespace avoids having to prefix excessively.
Dropped Mana namespace prefix where possible

The only places where it is still used is in main.cpp, in places where
disambiguation is needed and inside Q_PROPERTY macros.
Added basic attribute support

 - Added a attribute db
 - Made the player detecting its speed by attributes
 - Added basic display of attributes (c - shortcut)
Fixed qreal/double mismatch

This fixes compilation on platforms where qreal is a float (like ARM).
Added .gitattributes for linefeed normalization

Pretty much only relevant on Windows.
Updated qmlapplicationviewer via qtcreator
Fixed reference to safeassert.h
Implemented SceneGraph-based tile map rendering

Since the renderer can no longer rely on the 'exposed rectangle', the
QML side now informs the MapItem about the actually visible part of the
map. Each TileLayerItem child of the map uses this to only add
potentially visible tiles to the scene graph.

The tiles are rendered in batches as long as multiple tiles from the
same tileset follow each other. This should generally be quite
efficient. Further optimizations would be possible, especially for
layers without 'oversized' tiles where the rendering order does not
matter. Also, when a lot of tiles can be on the screen, it would make
sense to split up the map in chunks to avoid re-creating parts that
remain visible.
Fixed compile for Android
Files added for Android

Runs fine with Qt 5.1 beta on my Galaxy S3. Except for it not having
W,A,S,D keys... :)
Silence some GCC 4.7/arm compiler warnings

* Disable -Wunused-parameter for C code (enet)
* Mark DEFAULT_FRAME_DELAY as const to avoid -Wunused-variable warnings
Fixed some input method problems on Android

* The password edit was only allowing numbers to be edited
* The LineEdit kept displaying the labelText while composing text

Also applied name length restriction and hinted the right keyboard
for the email input.
Got rid of the Tiled import

It does not make sense currently since the TileMap item is actually a
Mana type, and there would be difficulties with separating it due to the
resource handling.
Hide the notification bar on Android

Basically I just added

  android:theme="@android:style/Theme.NoTitleBar.Fullscreen"

to the application element, but for some reason Qt Creator has changed
the order of most attributes and started writing a / in front of files
in libs.xml (this may be due to changing from Qt Creator 2.7.1 to
2.8.81).
Put the progress indicator on top of the pages