added another workaround for constrained mode vs. viewPort bounds
now toggling stats display when user touches driver info
now rendering in paused mode again (closes #223)

Which is required so that conventional Flash display objects are rendered (at least on mobile devices and constrained mode).
unified mobile demo for iOS and Android
simplified scaffold project
added text alignment properties to the button class (closes #222)
added 'TextureAtlas.getNames()' method
added 'result' arguments to 'TextureAtlas.getTextures/getNames'
major refactoring of demo projects

The projects are now split up into a folder with the common sources ('demo'), and two projects for web and mobile. While the web project embeds the assets, the mobile project loads them from disk. This is done through the new "AssetManager" class.
now decoding images asynchronously
major refactoring of scaffold project.

It now uses the "AssetManager" to load assets from the disk. Furthermore, it proposes a simple event-driven structure to navigate between menu and game, controlled by a "Root" class that creates the respective elements ("Game" and "Menu" instances).
updated comments
made AssetManager compatible with FDT
updated 'EmbeddedAssets' to naming conventions required by 'AssetManager'
reduced number of warnings in FDT
renamed 'media' folders to 'assets' (for consistency with code)
moved some demo/scaffold files into 'utils' package; added more methods and documentation to AssetManager
fixed ColorMatrixFilter constructor
removed obsolete filters
started with filter documentation