Merge pull request #264 from Gallaecio/master

Updated the Galician (gl) translation and fixed some typos
Fixed the brightness boundary values display in the video resolution menu.
Some code simplification in map objects
While seeing it, removed the bool return of draw()/update() particle effects functions.

As the inner functions always return true, the others too, anyway. So there is no point
in doing all that.
Made the FPS display use a text image and separate the update logic from the draw calls.

I found stupid to hurt the fps by just displaying them.
Renamed the Gamma() getter/Setter with Brightness as it's what they are.

Also prepared this for SDL 2.
Removed an obsolete statement which was not taken in account anymore on the first VideoManager:Move() call anyway.
Made the pixel size only computed when changing the coord system or the viewport.
Used a TextImage to draw the debug camera position and separated the update and draw logic.
Made use a custom made map stamina bar and simplified a lot the stamina bar drawing logic there.
Revert "Made the pixel size only computed when changing the coord system or the viewport."

This reverts commit d0fb7009dc5dae77935a96b6b332797d9b7582b3.

The pixel size must be recomputed when the map mode is setting its custom coordinate system
and this is not doing it in all case, breaking randomly the map mode scrolling.

A better overall solution must be found for map mode scrolling.
Fixed the forward thrust length for Bronann.
Tuned the map stamina bar to be darker and shinier.
Kept scripting the first shrine map up to the point where the characters can actually enter the shrine.
Slightly optimized the map mode drawing code to stop requesting the pixel size again and again.
Added a better background music for the shrine entrance. tweaked the dialogues...
Started to add missing sound effects in the shrine entrance scene.
Added another missing sound effect. One left.

Also fixed a mapping error while seeing it.
Hopefully, finished tuning the Shrine entrance scene.
Fixed the slash trail direction and added the same inverted effect for the forward thrust.