Fixed a bunch of osx clang errors and warnings.
Fixed remaining xcode osx build errors

- system apis need to not require const references
- clang hates this when passing const values, as it probably should
- We now allow non-reference params, and treat them as const from the
  perspective of scripts, since the c++ side will pass by value
- Removed external opengl-4.3 include dir, which was busting the
  osx opengl include paths and breaking the renderer build big time
- Removed #include <GL/glcorearb.h> for all but win32, should
  investigate why we needed this include as I can't recall now
Fixed some additional xcode warnings, cleanup

- Removed "Source Files/Header Files" filters from xcode project
- Added -std=c11 flag to clang to supress a warning in the flex
  generated code
- Removed codegen_cpp type_str function as it was unused
- Added noinput and nounput options to flex spec, will test
  when back on windows, but should fix a couple of warnings
  about those functions being unused in the flex output.
Got a Cocoa window up, comitting before
I do any further messing.
Got rid of extraneous .xib and .plist files,
turns out we really don't need these, which
is contradictory to what I've read on google,
but fortunate.

Corrected the post build step to copy the app bundle
properly from the Debug/Release dirs. I'm pretty sure
there's some cmake magic that woudl do this with more
elegance, but for now it suffices.
Added an AppDelegate so we can observe
startup and shutdown messages.
Got cmpc compose compiler working on OSX

- Had to add some posix path stuff
- Made set properties take a const param, which
  is work I needed to add but only discovered was
  a probelem when compiling with clang. Compiler now
  does this properly and we don't depend on a in place
  fix.
- Added code for windows build which should make it
  produce 2 digit float exponents. It is putting in 3
  which is non-standard, and we need all platforms to
  generate the same c++ code from cmpc. This will need
  testing when I get back to workin on windows.
Adding bison/flex build script for compose compiler.

However, when running new version of bison on osx I'm
getting a link error regarding _YYID, need to investigate.
Took out YYID use in our error handling macro.

New version of Bison doesn't define YYID, and we
therefore break on compilation.

However, there are runtime errors with the new
Bison on OSX, and we'll debug this on windows
if indeed there's a good reason to go to the new
version.
Added OpenGL view subclass, and we are now
doing simple OpenGL stuff.  Need to hook up to
Gaen engine and draw the real deal.
Added gaen initialization code.

Turns out we appear to need to do drawing on main thread
in osx.  At least we don't have the flexibility we do on
windows in terms of where to do the drawing. I need to go
back to the windows side and see if I can re-design how
rendering is initiated each frame and get it to happen
on the main thread, then osx and I think ios porting will
become much simpler.
Regenerated bison/flex output after changes I made on
the mac.