Bigass SDL2(#) rework

I am in control now.
Renamed Id to ID, everywhere.
Tabs, tabs everywhere.
Font now uses SDL_ttf, and remembers his commonly used strings for
reusing.
Input handling is now consistent but lacks error detection.
DrawX.Draw overload for all centralized drawing features.
Shape drawing can now only draw lines and should be seen as debug
drawing and not the real deal (it does not slow down or anything though,
there's just less control over it).
I now control the timing and execution of Step and Draw fully.
Building for x86 because Any CPU gave some issues somewhere along the
road.
Moved shapes to their own directory for clarity.
Buttonmapping now actually works, and takes acccount of where it
actually maps to (inter-device).
Moved QuadTree out of Game.cs, that was just silly.
Behind-the-scenes Sprite handling is easier now, and added a function to
get the source position for a specified index.
Added SimpleRectangle shape, which only contains a position and size.
Drawing works with DrawJobs now, implemented IDrawJob and 2 types of
DrawJobs LineDrawJob and TextureDrawJob.
+Probably loads of other stuff that I don't even remember anymore. I've
done quite a lot on this without pushing =S