Implement sceFontGetShadowGlyphImage().

Not sure if any games actually use it, though...
Use the correct default for font altCharCode.
Oops, fix negative clip regions.

Since they're summed, need to clamp the left/top side.  And the
bottom/right side is offset by x/y.
Reflect font altCharCode in psp mem for tests.

Makes it easier to be sure it's working right.  Not completely impossible
a game will check it... but hopefully not.
Fix sceFontSetResolution() error codes.
Fix error handling in sceFontPointToPixelH()/etc.
Cleanup errors in sceFontGet*ImageRect().
Implement sceFontGetShadowInfo().
Fix results of sceFontGetFontInfo() for user fonts.
Correct sceFontGetFontInfoByIndexNumber().

It just gets font style info, pretty simple.
Fix sceFontGetFontList() error codes.
Improve error checking in sceFontGetNumFontList().
Fix nearest size check in optimum, cleanup.
Qt: Clean up QtHost.
Merge pull request #5581 from unknownbrackets/font

Correct a bunch of sceFont functions, shadows, etc.
Disable a few debug menu items outside of a game.

They won't work anyway.
Allow screenshot out of game.
Report module versions of HLE'd modules.

sceMpeg has slightly different functionality, so collecting the unique
versions will help.  So far I know of 4.
Cut down on a debug check in release mode.

In Jewel Summoner, for example, this gets called a lot, and eats a
measurable percentage of time.
Tone down sas raw output reporting, found a game.

Crimson Gem Saga apparently uses this mode.