NEWTEvent: Add isConsumed() and setConsumed(boolean) methods to simply usage, using the existing consumedTag attachment for compatibility and efficiency.
NEWT/Android: Fix BACK button implementation, use different KeyCode mappings and allowing native action to be suppressed.

- Don't trust soft-kbd visibility state, but perform invisible action. If the latter
  was successful - soft-kbd was visible before.

- Map BACK to VK_KEYBOARD_INVISIBLE and propagate it,
  if soft-kbd was visible before.
  No native default action is performed.

- Map BACK to VK_ESCAPE event and propagate it,
  if soft-kbd was invisible _and_ an activity was registered via registerActivity(Activity),
  i.e. by NewtBaseActivity.
  Otherwise proceed w/ default action (-> activity.finish()).

- If the KeyListener consumed the [EVENT_KEY_RELEASED, VK_ESCAPE] event,
  it will be suppressed and no default action performed.
  This allows applications to have a custom 'ESCAPE' or 'BACK' handling.
  Otherwise (not consumed) the default action is performed.
NEWT/Android: Remove KeyEvent.KEYCODE_HOME handling, since it doesn't work - i.e. cannot be intercepted this way.
Add GLStateKeeper handling GLEventListenerState preservation and restauration for GLAutoDrawable

- New GLStateKeeper interface, package com.jogamp.opengl

  Implemented by:
    - GLAutoDrawableBase

  Currently supported by:
    - NEWT GLWindow

- GLEventListenerState package move:
   com.jogamp.opengl.util ->  com.jogamp.opengl
Animator: Cleanup DEBUG output
NEWT/Android WindowDriver.closeNative0(..): Catch Exception at surface destroy allowing to continue destruction.
NEWT/Android (Bug 665): Add Support for GLStateKeeper ; onPause() always destroys ; Recognizing all GLAutoDrawable's GLAnimatorControl for pause/resume ; Use GLAnimatorControl instead of Animator

- Add Support for GLStateKeeper
  If !isFinishing() (HOME button), preserve the GLEventListener if an GLStateKeeper instance

- onPause() always destroys
  onDestroy() is too late, i.e. surfaceDestroyed() already called

- Recognizing all GLAutoDrawable's GLAnimatorControl for pause/resume
  pause/resume the GLAnimatorControl of all GLAutoDrawable instances

- Use GLAnimatorControl instead of Animator
  We used an Animator reference .. duh!

Note: The EGL native WindowDriver (Android and BCM.IV) must retain their own copy of EGLGraphicsDevice,
      which preserves the EGLDisplay handle due to EGLDisplayUtil reference counting per nativeHandleID.