Don't use OpenAL on Windows, additional (hard-to-find) installer doesn't seem like way to go
Continue to use SDL by default on Windows while work on SDL2 continues
Update to Build.xml, to allow choice of window manager using -DNME_WINDOW_SDL, -DNME_WINDOW_SDL2, -DNME_WINDOW_GLFW and -DNME_WINDOW_DIRECTFB, to help when developing a different window layer
Shorten 'NME_WINDOW_' defines to 'NME_', cleanup
More DirectFB work
Merge remote-tracking branch 'origin/glsl' into glsl

Conflicts:
	project/Build.xml
Fixed attachShader