Removed the DSP LLE on separate thread option.

The DSP thread will be enabled if the game is an AX ucode game and if the host has more than two cores (not including hyperthreading).
Disabled the DSP thread if netplay or a movie has been started
Take into account the want_determinism option and do not create a DSP thread if determinism is needed.
Remove note about reusing the render widget.

This is actually not possible due to how Qt manages child widgets...
"Gamelist view style" -> "List style"

 * Cleaner & more concise.
 * Also add some "Alt" shortcuts
GameGrid: enable uniform item sizes.

Looks much nicer this way.
SystemInfo: various cleanup.

 * Rename the copy slot to match naming convention elsewhere
 * Remove the Mac 10.7/10.8 detection as we don't support it now
SI: Clean up controller-like devices with subclassing

This takes the giant mess of controller-like devices (dance mat and
steering wheel) down to something more manageable, similar to how
the Donkey Konga bongo controller works.

Based-on-a-patch-by: comex <comexk@gmail.com>
ControllerInterface: Remove unused "force" parameter

I'm not sure when this nonsense of forcing locking the mutex when it's
already taken should have ever taken effect, but let's be thankful it
isn't now. That was a badly worded sentence.
DInput: Remove the unsupported Lights output

The LEDs feature doesn't actually do anything: the SetState method is
entirely commented out.
ControllerInterface: Implement dummy UpdateInput / UpdateOutputs

Make the implementation here a bit easier.
ControllerInterface: Remove unused ClearInputState
ControllerInterface: Make UpdateInput / UpdateOutput return void

The return values here have never been checked, so it doesn't make sense
to return a value to begin with.
GCPad: Clean up Motor/Rumble interfaces

Remove the duplication here and just have one Rumble interface that
takes a single strength parameter.
WiimoteEmu: Remove Spy method

This is the only use for a lot of unused methods and structs, and it's a
poorly written mess that doesn't even compile. Just remove it so we can
clean up the rest of a lot of code.
WiimoteHid: Remove unused structs
Nunchuk: Use the accel_cal struct directly in nu_cal
Nunchuk: Hardcode Nunchuk stick calibration values

The game can never change these, so there's no reason to make it
dynamic. Just put the constants in the code.

While we're at it, take the time to clean up the code and also
and document several of the hacks we're doing inside to make the code
clearer to understand.
Nunchuk: Hardcode Nunchuk accelerometre calibration values as well
WiimoteEmu: Hardcode acceleration calibration values

Now we don't have any runtime calibration at all.