Allow window flags to be customized.
Dispatch getText result on PlayN thread.
Added Font.derive(size).
get_Subviews() can apparently be null in iOS 7 b3.
Fixed issue with paintDelta calculation.

Thanks Evgeni!
Have the GLSurfaceView handle touches.

This ensures that touches are properly offset if the game does something like
leave the status bar visible, or otherwise moves the UI around.
Added helpers for encoding colors into shader format.
Separate same-for-whole-quad from varies-per-quad-vertex attributes.

We have to copy the same-for-whole-quad data into the vertex buffer four times.
Since it's the same, we can do that more efficiently than writing it out float
by float each time. This commit just rearranges things so that is possible, the
next commit will introduce the bulk copy.
Added GLBuffer.reset and GLBuffer.Float.add(GLBuffer.Float).
Removed GLBuffer.Float.add(int).

Jamming int data into a float buffer for use in a shader turned out to be too
unreliable.
Copy our stable attrs into a buffer; splat that 4x.

This also makes it easier for a derived shader to add additional stable
attributes if desired.
Add a (temporary?) flag to disable QuadShader.

We're seeing crashes that mysteriously happen when using QuadShader but
not IndexedTrisShader. Will investigate more closely next week.
Correctly default to true.
Preparing for playn-project-1.7.3 release.
Preparing for 1.8-SNAPSHOT development.
Batch quad data to avoid lots of Buffer.put calls.

On Android, Buffer.put to direct buffers is 10-20x slower than writing to a
float array. So we batch up a whole quad's worth of data and put that into the
Buffer with a single put() call.
Revamp to use full backing arrays instead of partial.

This further improves performance on Android sufficiently to merit the code
weirding; and it allows the iOS backend to take advantage of the fact that it
works directly on arrays anyway.
Dooh, nix debug twiddling.
Unused import patrol.
Nuke some unnecessary semicolons