Made the map name and subnames rendered using text images instead of re-rendering them each time.
Removed an unecessary include while seeing it.
Added the different Image objects bindings.

I also fixed a bug in the TextImage when calling the parameter-less constructor
leading to no text shown even if the text was set correctly.

I also tagged the VideoEngine::DrawText() as deprecated.
As a proof of concept, made the script supervisor able to create and return TextImages.

For now, I adapted the in game keys script seen at game start.
As I earned an average of 20 FPS there, I do think it's on the right track. :)

Another tested change, is that now, the script supervisor will return be turned
to return Image objects instead of custom index of them.
The Draw() method used is now the one of the object and not a wrapper in the script supervisor.

As a first improvement, this is now faster and the engine is now able to render text in map mode
through scripting using custom text styles.

This is part of the effort described in #252 and #256.
Ported the episode I credits to use TextImages.
Adapted the last two script using text to TextImages and remove the VideoManager::DrawText() function.
Fixed the Damage/Healing indicators in battle broken by the internal changes.
Fixed tet shadows in damage/heal battle indicators.

I also made the text shadow color be computed once, instead on each draw call,
and removed a forgotten and now unecessary std::map find call.

The text rendering part of the engine should be in shape for production use. :)
Fixed a small glitch making Bronann in front an enemy instead of behind when attacking.
Tuned a bit how dust is shown in Bronann's attack. Made the dust a bit bigger btw.
Fixed the trajectory back to the origin position of Bronann when doing a forward thrust.

Seems more natural now.
Added the Spanish game translation!
Fixed the D-Pad/hat behaviour in map mode.

You can now fully play Valyria Tear using a X-Box 360 pad :).

Closes #257
Made the scripting engine create and return images objects that can be handled through scripting.

The life cycle of the images are still handled by the engine for better memory management purpose.

The useless Draw wrappers have been removed and performance should have improved a bit thanks to this.
The scripting process of images is also more in sync with how it is done in the engine itself.

Following that API change, I had and did adapt all the scripts that created images.

this closes #256
Forgot to update the to-be-continued script with new API
Updated the character data in the menu mode when using items again.

This permits to see changes such as HP or MP healing.

I also made the menu mode create the character windows only once, and prevented
a menu window to register more than once in the GUI supervisor.
All this to prevent potential crashes.
Fixed the bottom window refreshing when leaving the equip menu in the menu mode.

Fixes #248
Fixed indentation in items.lua and turned uselessly global vars to local.
Added an in-menu particle effect when healing with a potion.

I'll add more effects in other commits.
Made the indicator supervisor a game mode component instead of a battle actor's one.

This doesn't change anything feature-wise but permit to use only one supervisor
per battle, and to display indicators not only in battles.

This is the first part in bringing status effects in map mode.