add on_transform_with_touch() callback so classes derived from Scatter have a way of detecting and reacting to touch transformations without re-implementing the entire transform_with_touch() function
Change on_transform_with_touch to be a proper kivy event instead of just regular python method
Add Looping support for Sound objects.
Tested with the GStreamer backend. pygame and SDL backends still need testing.
Forgot to commit the pygame backend
Because the pygame and sdl audio backends use Clock callbacks to check for when the sound finishes
care must be taken to avoid running .play() inside ._check_play(). Schedule it with Clock.schedule_once
Fix relative import in audio_sdl.pyx. Sound now works on iOS!
(tito actualy fixed this, I just did the testing)
graphics/opengl: implemented/fixed a few Python bindings.
audio_sdl: Use Mix_Playing() instead of Mix_GetChunk() to detect if the sound has finished in ._check_play()
uix: `disabled` property for base widgets
uix: first pass at making some compound widgets honor `disabled`
property.
uix:Widgets make sure all compound widgets work with disabled
increase size of atlas to 1024 for accomodating all images in one atlas
uix: Widget move disabling of child widgets to `on_disabled` instead of
binding. and move back to a 512 image for atlas.
uix: Widget.disabled final pass making sure every widget honors disabled
property and doc fixes.
Add Button.trigger_action() which is a simple way to simulate a button press
without actual touch events.
Make the documentation a little clear, explictly mentioning that both on_press and on_release actions will be triggered
uix:widgets.disabled fix kv for slider
examples:KivyCatalog fix popup and boolean  sections
Update examples.rst

Fix typos
uix:Splitter revert back to `horizontal` orientation if `size_from`
property is changed from `top`/`bottom` to `right`/`left`