NoteString is specific to GameType+Language
Move NOTE: handling from InventoryCommon to TextArea
Control: handle invalidating windows when a control has no background

When a control becomes “dirty”, but has no background we need to invalidate the window because the window contents are the background
TextArea: remove redundant calls

core->RedrawAll() -> Invalidate() -> MarkDirty()
Scrollbar: we no longer need to call core->RedrawAll() (that i know of)

Control will invalidate the window already if it is needed, and I cant think of why we would need to redraw all windows.
TextArea: remove window redraw hack for scrolling textareas

still a bit hacky, but meh
TextEdit: attempt to bix incorrect drawing

text was being drawn way below its background (see BG2 area map). we still have artifact issues because we dont clip the text to the background.
Scrollbar: fixed coverity init warning
GUISTORE: set text flags on shop side of steal screen
bg2::guima: disregard the preset textedit background
iwd2::guijrnl: fixed window handling to not crash the New Way
MarkDirty: invalidate the entire window.

invalidateForControl is not good enough
Revert "MarkDirty: invalidate the entire window."

This reverts commit 165d72a97cf3caf5c85bbb9b0daf2b0915d46500.
Scrollbar: HasBackground needs to consider the slider being wider than the background.
partially revert 26a92b1
Use FONTDLG for GemRB version string label

  * EXOFONT does not have lowercase letters
CanSee: nonactors ignore LOS, at least in pst

fixes a problem with one of the doors in the Alley of lingering sighs
Scrollbar: IWD2 has a transparent scrollbar

its not a big deal to redraw the window for all scrollbars since before we were calling core->RedrawAll() anyway
Scrollbar: take image resources at construct time
GUIScript: take scrollbar resref for creation