Refactoring of Drawing to be an "infinite canvas"

DrawingInputController now uses a "viewport" to manage the view into the drawing
The Drawing no longer knows its width or height ( and it shouldn't ever have known that info )

NOTE: This breaks game play, but is an important step forward
Correctly handle dirty rect screen transform when calling DrawingInputController::undo
Fix viewport calculation when creating a new Match
Fix Match::render
Make gallery match export in retina so it looks super awesome
When displaying on iPhone, set tint color on activity alert sheet
Add iPhone splash images
Get rid of border image and replace it with procedural RootBorderView
Ensure gallery thumbnails are retina
On startup, print the Documents folder to make my life easier now that Xcode has broken SimPholders
Fix layout of root view controller on iPhones
Remove an unnecessary CGContext call left over from debugging
Refactor DrawingToolSelect to dynamically squish tool buttons to fit available width

- pretty big code cleanup too. Simplification.
Improvements to tool layout in match
Fixes to SaveToGalleryViewController

- discard unused showPlayerNameFields property
- make dialogSize sizing dynamic
Make SaveToGalleryViewController update its layout based on user interface idiom

- compactifies layout to fit iPhone5 screen + keyboard -- appears to work!
- note I wanted to use size classes but phone's vertical size class is Regular just like tablet, which does me no good.
Switch back from Universal app to iPad-only

- the app does work on iPhones, and that's cool. But I did that out of due-diligence, I don't intend to support the iPhone until/unless Apple eliminates non-universal apps from the store.
Use CADisplayLink to animate gallery item wiggles
Another attempt to remove xcuserstate
Another attempt to remove xcuserstate
More attempts to get rid of xcuserstate