Add cmake cross-compiling for SQLite

-Build on BlackBerry (ARM)
-Build on Linux
-Build on Android (ARM)
Add zlib
Re-arrange general structure

-Change directories so that they include version number
-Install prefix now consists of <OS>/<arch>
Use different Box2D version, add icu, theora

-Switched to the current release of Box2D (as opposed to the upcoming release).
-Add ICU and theora (with no CMake support yet)
Add ogg, vorbis, tinyxml2, glew, lua, libpng

Adding ogg and vorbis cmake files (theora depends on them)
Added tinyxml2-2.1.0
Override the lib install dir since we manage it for cross-compiling
Add glew (with cmake)
Add lua with cmake
Add libpng (no cmake)
Add png to builds

-Modify png cmake so that shared and test apps don't get built
-Remove tinyxml2 target that wasn't needed
Add OpenAL
Modify OpenAL cmake

-Switch to a static lib target
-Modify some of the default options
-Disable one of the cmake tests for large file support
Clean up build and install targets

-Only build static libs
-Don't install .pc files
-Have libpng use the local zlib headers.
Add libfreetype 2.4.5
Add Bullet
Add Bullet to the cmake

-Slight modifications to the Bullet cmake files to ensure only the things we
want get built and installed.
Fixing issues found when building GamePlay

-libglew.a should be libGLEW.a
-Missing lua header
-Bullet should install to include not include/bullet
Change format to targets/<platform>/<arch>
Set include target back to bullet/
Merge common with libopenal static lib
Fix bug in ogg config step
Skip OpenAL on Apple
Fix Android cross-compiling issues

-Use stdlib.h for memcpy/memset
-Hardcode lconv->decimal point to '.'
-Doing an install will now just move the headers.  Doing a make will build the
libs and output them in the appropriate location.  This way, you can make
install on any one platform, and make for all the others (since you only really
need a single copy of all the headers.
Create target/lib first