Truncate the path on logging

Cmake compiles we an absolute path, so the macro __FILE__ also has the absolute file in it.
It seems that gcc doesn't provide macros for the basename, so we have to truncate them in c directly:
https://stackoverflow.com/questions/8487986/file-macro-shows-full-path
Movie: don't use "hh" scanf modifier.

Attempting to use it with Visual Studio is a good way to corrupt the stack.
Make the Android UI more like the desktop UI
Add a comment about game list color
Add a hotkey for disabling the framelimit.

Atm this is hardcoded to '\t'.
Add set/get functions for IsFramelimiterTempDisabled
drop Host_GetKeyState

This function isn't used any more and it shouldn't be used at all as it generates a sync request to the x11 server. So it has to wait for a complete round trip time.
Adds new PPCAnalyser class.
Supports conditional branch continuation.
More features to come.
Adds support to the new PPCAnalyst to the ARM JIT cores.
ArmJit32 supports OPTION_CONDITIONAL_CONTINUE with this.
Support the new PPCAnalyst class in JIT64.

Implements support for OPTION_CONDITIONAL_CONTINUE in JIT64.
Address delroth's comments.
Let Jit64IL use the new PPCAnalyst class
Missed the analyzer object not named correctly.
Move the JitWindow debugging window over to using the new PPCAnalyzer class.
Remove the old PPAnalyst::Flatten function that is no longer in use.
Merge pull request #62 from degasus/log_truncate_path

Truncate the path on logging
Merge pull request #323 from Sonicadvance1/newer-ppcanalyst

[RFC] New PPCAnalyst class.
Merge pull request #320 from SeannyM/Android-Theme

Make the Android UI more like the desktop UI
Fixes glVertexAttribIPointer on GLES.

We need to pull in function pointers for OpenGL 3.0 in order to use glAttribIPointer.
This isn't too big of an issue, and this code will be gone in the future when we change over to libepoxy.
Just need to push code upstream to libepoxy to support Android with GLES and GL first.
Changes posmtx vertex attribute to integer.

This makes it so we don't need to do some dumb casting from float to integer in our shaders.
Only tested in OpenGL, needs to be tested in D3D.