Added a Windows build project
Added a WinForm-derived class to create an XNA-specific WinForm
Added Game to handle the game loop

|SOURCE|
[XNA/Game]
* The lifecycle of the game is handled by this class
* depending on whether the game is an Xbox 360 or Windows game, the fullscreen,
  window handle, and width and height presentation parameters will be set
  accordingly
* Networking is handled which was previously a part of the Main instance
* A network session is created when a profile is discovered to be signed in
* A standard Win32-style game loop is used, waiting until there are no messages
  from the windowing system to start the update and render process
* The clear colour is updated upon receiving a network packet
[XNA/BloodBulletForm]
* This class handles the creation and management of an XNA-accelerated WinForm
* When the form is resized, the graphics device's presentation parameters are
  updated to reflect the new width and height of the form
* Added all SM_ and WM_ constants from the Windows header files
* Using the native Win32 API for a few of the Message-based APIs
[XNA/GraphicsDeviceService]
* The width and height of the presentation parameters are no longer reliant on
  the largest width and height of either the existing presentaiton parameters
  or the new width and height being set, the new width and height are used
  as-is
[XNA/MainGame]
* An instance of the Game class is used to manage the game's lifecycle
[XNA/Renderer]
* The constructor now takes a PresentationParameters parameter to set the
  GraphicsDevice's presentation parameters
* Depending on the platform, the GraphicsAdapter's current display mode width
  and height will be used (Xbox 360) or the PresentationParameters parameter's
  width and height will be used (Windows)
* BeginScene checks if the GraphicsDevice needs resetting (Windows) before
  calling Clear and checks if the device is lost (the device being lost is not
  currently handled)
* EndScene will attempt to call GraphicsDevice.Present, catching any exceptions
  that may occur from the GraphicsDevice after the time BeginScene was called
* HandleDeviceReset will attempt to reset the GraphicsDevice upon request from
  the GraphicsDevice's status