Fix SDL2 input for win32.
Revert code from old input handling.

SDL2 seems to have the same positioning issue.
So I have readded Ogre's positioning way with some extra comments.
Fix invalid iterator crash.

Assuming clear() was meant to be after the loop.
Add missing header.
Fix invalid time on win32.

The hours, minutes and seconds are set up correctly,
but the date is incorrect with latest boost.
This workaround should be thread safe and should work on all platforms.
Replace boost with C++11.
Limit FPS of config window.

It was running with 1000+ FPS on my Box, while it is just a static UI.
Fix crash when you abort configure window.

The meta server is still crashing, but we got one step further.
Reduce mouse position delay by 1 frame.

This makes gaming with low FPS much better! People has used directX
renderer, because input latency required as high FPS as possible.
I have also turned off FPS cap for win32 builds, because of this.

I was forced to look into SDL internals to find out that
SDL_GetMouseState() only gets mouse position stored in
SDL_Mouse* struct, while SDL_PollEvent() or SDL_PumpEvents()
will update the position for that struct.
Rename Scrap to SDL clipboard provider.

Also enable clipboard for win32.
Reduce input delay even further.

With this change, no input delay is noticeable with 15 FPS.
The idea is to inject input twice: Once before camera update and once
before GUI render. GUI is rendered after all render targets, which
takes up the most frame time and causes GUI input delays.
While this sounds incorrect, I can't imagine any situation,
where this would cause any problems.
Fix memory leaks.
Added fix for GL context loss bug.

When running KDE 4.14.4 with OpenGL enabled in the windowmanager (kwin)
it seems that when minimizing and restoring the window the GL context
sometimes gets altered. The result is a segfault when Ogre tries to
issue GL commands.
The bug is stochastic, but can be provoked by minimizing the window and
restoring it a couple of times. The exact cause is unknown, but it
appears that the bug is avoided by making sure that the GL context is
set each time the window gets altered. However, there's no guarantee;
I've just observed that after this fix is applied I haven't yet been
able to trigger the bug.
This should of course be fixed in the faulty component (which I think is
KWin, but might also be x.org (version 1.15.1) or the Nvidia drivers
(337.12)).
Clean up old code and comments.
Fixed incorrect horse.
Fixed torch.
Make sure division results in float.
Split cart into separate models.
Use std::chrono for higher resolution.
Revert "Reduce input delay even further."

This reverts commit dad17375a1fab243ce7663104b11f98490bd32b7.

We can't do input processing in a frame listener, since it can lead to
other parts of the code deleting frame listeners, which will then result
in segfaults.