Use the GPU to swizzle INT_ARGB images during loading.

This dramatically speeds up re-uploading canvas images in the Java backend.
Thanks to Daniel Gerson for motivating me to track down and implement this
optimization.
Reuse a single upload buffer.

AFAIK glTextImage2D is synchronous and will be done with the buffer when the
call returns.
Need to premultiply alpha. Also fixed bug in slow path.
Wire up JRebel.

Man Eclim plus JRebel is really awesome. I make changes to code in emacs, and I
see them in my running program. There are no intermediate steps.
Added a canvas stress test (from Daniel Gerson).

It basically just does some insanely inefficient shit with a canvas image, and
if the backend bogs down as a result, we know that our canvas image data
uploading is using the slow path.
We need to use getErrorStream for errors.
Use Android Maven Plugin 3.6.0.

This fixes issue with Android SDK moving build tools to new folder.
Clone our Paint when saving Android Canvas state.

There's a bunch of state that's only in Paint which was previously not being
correctly saved/restored. Now it is.
[maven-release-plugin] prepare release playn-1.7.2
[maven-release-plugin] prepare for next development iteration
Fix booched new snapshot version.
Fix the array based java platform versions of glUniformMatrix2fv, glUniformMatrix3fv and glUniformMatrix4fv: multiply count by the number of matrix elements to get to the numnber of elements to be transferred
Allow window flags to be customized.
Dispatch getText result on PlayN thread.
Added Font.derive(size).
get_Subviews() can apparently be null in iOS 7 b3.
Fixed issue with paintDelta calculation.

Thanks Evgeni!
Have the GLSurfaceView handle touches.

This ensures that touches are properly offset if the game does something like
leave the status bar visible, or otherwise moves the UI around.
Added helpers for encoding colors into shader format.
Separate same-for-whole-quad from varies-per-quad-vertex attributes.

We have to copy the same-for-whole-quad data into the vertex buffer four times.
Since it's the same, we can do that more efficiently than writing it out float
by float each time. This commit just rearranges things so that is possible, the
next commit will introduce the bulk copy.