[WIP] I changed some things in MOAIFreeTypeTextBox

Hey Isaac,

I went through your work in MOAIFreeTypeTextBox and refactored it a bit to work more as a texture generator instead of a scene object like MOAITextBox. I removed quite a bit of code, I hope I didn't do anything you were still working on. All of your FreeType work is still there, just moved around a bit. 

Its not working 100% for me yet. I think I broke some things in the reorganization. But it works really well already! Check it out:

![screen shot 2013-06-13 at 5 40 04 pm](https://f.cloud.github.com/assets/138742/651959/f73e895c-d48a-11e2-8b57-2f8f088fc3d7.png)

Multiline gets pretty messed up for me:

![screen shot 2013-06-13 at 5 41 06 pm](https://f.cloud.github.com/assets/138742/651963/1ae16852-d48b-11e2-9053-e4b2a67001a1.png)

But I think it might be because you were half way through implementing it, that or I broke it. :(

Also sorry this PR is so big, I had to rebase your changes back onto our version of moai.

Then use it like this:
```
  local text = MOAIFreeTypeTextBox.generateLabelTexture("Test test test test test", Label.fonts.MyriadProSemiboldIt, 20, 100, 50)

  local gfxQuad = MOAIGfxQuad2D.new()
  gfxQuad:setTexture(text)
  gfxQuad:setRect(0,0,100,100)
  local texW, texH = text:getSize()
  gfxQuad:setUVRect(0,0,100/texW,100/texH)

  local prop = Group.new()
  prop:setDeck ( gfxQuad )
  prop:setLoc(Screen.width/2, Screen.height/2)

  StandardGame.gameRoot:insert(prop)
```
Cheers!