First implementation with Common Logger in "Common MP-TV3/common.Utils/Logger"

Signed-off-by: Bavarian <Bavarian@Team-MediaPortal.com>
adding Log4netWrapper

Signed-off-by: Bavarian <Bavarian@Team-MediaPortal.com>
fix TVLib logger path issue

Signed-off-by: Bavarian <Bavarian@Team-MediaPortal.com>
Fixing Path.Combine issue

Signed-off-by: Bavarian <Bavarian@Team-MediaPortal.com>
Fix gentle.config issues for clean MP install with an old existing database, it can get into the situation where the clients cannot connect because MP has placed "localhost" in the gentle.config file which is copied to the clients. (mm1352000 fix)
Fix DeployTool to honor correct command line to send to NSIS installer.
added missing text shadows
updated tv and music default backdrop
fixed wrong togglebutton gfx
fixed Mantis 4105 - Review and Plot are overlayed in Videos
fixed Mantis 4096 - always selects TV when returning to basic home
fixed DialogVideoArtistInfo togglebuttons and delete wrong poster shadow
Removal of leading white spaces in log messages

- Removed leading white spaces from log messages in ActionTranslater.cs
- Removed leading white spaces from log messages in GUIControlFactory.cs
- Removed leading white spaces from log messages in GUIFontManager.cs
- Removed leading white spaces from log messages in LocalizeStrings.cs
- Removed leading white spaces from log messages in LocalisationProvider.cs
Minor refactoring on GraphicContext.cs

- moved rendering fps log message to proper location
- removed outdated comments
- updated params tag where needed
Code formatting & Removal of debug log messages

Added missing curly brackets to GUIWindowcs and removed debug log messages in regards to delayed/not delayed loading of resources.
FlipEx Support for Win7+
Reworked Dispose/Init sequence on a lost D3D device
Restored old splash screen and save render cycle behaviour

- Added support for D3DSWAPPEFFECT_FLIPEX for Win7 or higher
- Changed presentation interval to One, for usage of higher timer resolution
- Removed redundant resource disposing calls in ToggleFullscreen()
- Restored SaveRenderCycles in FullRender() to its old behaviour
- Splash screen is not run for debug builds anymore
- Changed some vars to explicit type declaration when no new() is involved
- Balance of Hide/Show Cursor Workaround updated to only for in full screen mode
- A change in presentation parameters also updates GUIGraphicContext.MaxFPS now
- Added missing GUIWindowManager.Dispose to OnDeviceReset().
- Reworked sequence of Dispose/Init calls in OnDeviceReset()
Minor code formatting updates
missing images from last commit
fixed TvPlugin.sln incorrectly building all projects configured as x86 instead of AnyCPU
Mantis #3021

http://mantis.team-mediaportal.com/view.php?id=3021

Support for multiple texture allocation in one GUIImage object removed as it is legacy code from before the introduction of the GUIAnimation class.
Merge remote-tracking branch 'remotes/origin/master' into BUG-4088-Fix_Gentle_Server_Name_When_DB_Exist
Updated DVB-C tuning details for Sonera/Finland
Fixed startup problems in fullscreen.

When we create a D3D full-screen device in a border-less full-screen WinForm the screen goes to black, because we haven't rendered anything yet with D3D. There is no way to circumvent this with when we use pure C# for the device creation.

Hiding the form, so that you can see the Splash-Screen (running in a different form, in another thread) cannot be done by the usual form controls at this point, because the full form handling is not yet in effect at this point it time. In other words: we are not active until some resources are loaded.

The current master first creates a windowed D3D device as a workaround and later switches to full-screen. This results in longer startup times as the resources are loaded two times. Once just for the sake of splash-screen and then for real.

To solve that I use a call to ShowWindow(Handle, SW_MINIMIZE) for the Win32 API to minimize the window. Hey, this works great. The empty D3D screen goes into the background and the splash screen is visible.

And now the kicker: This doesn't work if NO OTHER window on the Desktop is visible.

As soon as there is at least one window on the Desktop it works fine and the ShowWindow() call doesn't hang.

Now why does it? It seem to be caused by the Splash-Screen Form itself. I am not big on debugging this one as I intend to replace it with proper D3D calls anyway. But there must be something inside its form handling, probably because the thread doesn't do any message handling.

Solution for now: Move the SplashScreen.Run() call after creating the DirectX device and everything works fine
Merge branch 'refs/heads/master' into BUG-3021-Thumbs-with-Semicolon
Merge branch 'refs/heads/master' into EXP-Windows-7-Half-Full-Screen
Fix TV EPG if there is no channel specified in MediaPortal.xml