Remove SDL unicode keycode compat code

SDL 2.0 cannot store unicode anymore. Pre-2.0 versions provided this
field but it was removed right before the 2.0 release. Still using it
makes the compile fail.
(cherry picked from commit a6d1e14d77428bbc196c01eaf8550d78fdec349c)
gles2n64: Propagate core sdl2 compat fix to gles2n64.

Just copying the fix in the parent commit over to gles2n64.
See commit 90793532e8d564fcae1c2e7172ef6f5cce5882e7
front: Added some named paths to AppData and UserPrefs.

- temp directory
- SRAM/EEPROM save directory
- shared data directory
- core library path
- cheats file path
front: Update config file sync to match latest upstream format.

Important:
 - There are now quotes around the Audio-SDL:RESAMPLE setting
 - The Video-Rice:FastTextureCRC setting is no longer exposed by
   default in the upstream version.  We should probably follow their
   lead...
front: Removed rice "fast texture crc" from settings.

The upstream version of the app doesn't expose this setting by default,
so we probably shouldn't expose it either.
assets: Add example config file for super-duper-users.

The app will overwrite some - but not all - config settings every time
a rom is launched.  Extreme users and developers can still set some
other options by manually tweaking the config file.  An example config
file is included to give users an idea of what could be changed.  These
are all the settings that the upstream (pc) version exposes by default.

Also, bumping the asset version clears out any stale FastTextureCRC
values which we no longer want to pass.
front: Explicitly specify the SRAM/data directories in config file.
core: Remove Android customization, revert to upstream.

These custom hard-coded paths are no longer needed since we're now
passing them via the config file.  Using the original upstream values
doesn't hurt anything.
ui-console: Remove many Android customizations, revert to upstream.

compare_core.c: The upstream preprocessor exclusions are sufficient, no
   need to add another custom check.

main.c: With directories defined in the config files/command line args,
   there's no need to customize the ui-console source.

osal_files_unix.c: Again, the plugin directory is passed via config
   file, so no need to hard-code custom paths.

osal_preproc.h: Core library is passed directly, no need for custom
   hard-coding.
front: Remove old logcat chatter during GL context creation.

This was used for debugging the GL config selection process. No longer
needed.
front: Move surface holder callback to GameLifecycleHandler.

The surface holder callback is for managing surface lifecycle.  This is
interleaved with the activity lifecycle, so it makes more sense to man-
age both lifecycles in one class.
front: Move legacy gl config from GameSurface to CoreInterfaceNative.

This was cluttering up GameSurface and really belongs in CoreInterface-
Native, where all the other SDL version compatibility stuff is located.

Also decouples GameSurface from the RGBA_8888 setting.
front: Substitute map lookup for some big switch statements.

A little tidier, a little easier to read.
SDL2: Update to official release-2.0.0 (does not compile).

This matches SDL2 upstream exactly. Does not compile because we need to
make a few customizations for our app (see next commit).

Source: http://hg.libsdl.org/SDL
Changeset: 7632 (d6a8fa507a45)
Tag: release-2.0.0
Website: http://www.libsdl.org/index.php

For reference, we had previously branched from rev 7064 (239ce872e8d4).
SDL2: Apply PAULSCODE-specific customizations (does not link).

- Configure SDL2 to use GLES2 rather than GLES1
- Rename makefiles in example project to guarantee they aren't used

Breaking this out as a separate commit so that it's clear what we did
to customize SDL2 on the native side. Also makes it easy to cherry-pick
the customizations, next time we update the SDL2 source.
ae-bridge: Update JNI functions to reflect SDL2 changes (does not run).

Breaking these commits out separately so that it's clear what changed.
front: Update native functions to reflect SDL2 changes (stable).

Note that the audio thread is now created and managed by SDL itself in
native code.

 - Removed sdlRunAudioThread method
 - Added deleteGLContext method
 - Updated audioInit method
    - Changed return type
    - Removed call to audioQuit (old SDL2 bugfix, no longer needed)
    - Updated audio track instantiation to match SDL2 example code
 - Updated audioQuit to match SDL2 example code
 - Changed return type of some no-op stub methods
Merge branch 'sdl2-release'
SDL: Remove all trace of SDL 1.3.

SDL 1.3 is no longer supported, and has been superseded by SDL 2.0.
We've been carrying this code around for awhile, in case we needed to
do any regression testing.  But I think now is as good time as any to
cut the ties, to minimize hassle as we push towards app version 3.0.