added kResolutionFixedHeight and kResolutionFixedWidth resolution policy

These new resolution policies will either ignore the width or height of the
specified design resolution size, but scale the ignored dimension, so it
matches the aspect ratio of the device.

Example:
A device with 854x480 pixels and a design resolution size set to 480x320
and the kResolutionFixedHeight policy, will create an internal canvas of
the size of 570x320px
If the device original size is 800x480 its internal size will be
534x320px
The height for both examples stays the same, the width is adjusted to match
the aspect ratio

Benefits:
- no distortions
- full canvas is usable, the visibility origin is 0/0
- I can use getWinSize() to place objects which is more intuitive
- for objects that should be placed at 0/0 I can use CGPointZero or 0/0 instead
  of the VisibilityRect methods, which is more readable
- using this method projects from the 1.x branch are probably much easier to
  port

Disadvantages:
- it is the developers responsibility to create the game code so that it
  supports multiple aspect ratios
Added support for secureTextEntry (passwords)

Added a secureTextEntry property. Enabling this property causes the
TextField to display the entered text as bullets.
Changed some property names to match conventions.

Changed m_pSecureTextEntry to m_bSecureTextEntry and renamed
getSecureTextEntry to isSecureTextEntry
fixed a bug that was causing http client to fail on mac os x with
semaphore error
cocos2dxmatoMac-mini : updating submodule reference to latest autogenerated bindings
Merge pull request #2377 from CocosRobot/updategeneratedsubmodule_1366077719

cocos2dxmatoMac-mini : updating submodule reference to latest autogenerated bindings
add back key support
Remove the protocol IAP Online
Merge branch 'master' of https://github.com/cocos2d/cocos2d-x
Resolve the ndk build error.
Merge pull request #2379 from natural-law/master

issue #1723 : Remove the protocol IAP Online.
issue #1847: Adding sources of Luajit2.0.1-hotfix, and adding android support.
Adding luajit iOS prebuilt library.
Updating Android.mk.
fix wrong buffer name
Properly resets the tile's Y flipping

This bug caused many tiles to be Y flipped if only one tile was actually intended to be flipped.
issue #1847: [iOS] Using LuaJit for HelloLua and TestLua.
issue #1847: Fix a typo in Ball.lua and Paddle.lua.
issue #1847: Updating Info.plist for TestLua, the package was updated: org.cocos2d-x.TestLua -> org.cocos2dx.TestLua.
issue #1847: Updating multi-platform-lua/proj.ios/HelloLua.xcodeproj.