Clean up quick settings tile code.

- Fix up coding style
- Add copyright headers
- Fix some multi-user bugs
- Streamline code

Change-Id: I0a118f7154bdd8cfdacdd7fdf8b76241010179de
Use actual storage type of sdcard/usb (1/2).

Change-Id: Icaf0d246ab3bdd0614c8bb7a22f8b2b95cbe9c7e
TODO: Provide drawable for usb storage (someone please).
core: use 'normal' value for notification led off

Users can set this value to 250, 500, 1000, 2500 or 5000ms only,
but it's 2000ms by default.

With this patch, 'Normal' string is shown instead of 'By default'
and pulse speed goes to 1 sec.

Change-Id: Idb18ac345bd9eb1a5b795776faa60e2fb5bc258b
Fix API check derpage

Change-Id: Ib2086febae4c4f3c2caec77d8a78dcb1d0dfc978
watermark: Place watermark in the bottom-right when both deltax and deltaty are 0

The default behavior is to replicate the watermark all over the screen but this can
be too intrusive. The repetition is controlled by deltax and deltay and if they are
both 0 the watermark will actually be drawn off-screen and thus not shown.

We take advantage of this to add a special behavior when they are both 0 that simply
places them in the bottom right. This patch doesn't take UI elements into account and
may actually overlay soft-buttons and other chrome.

Change-Id: I4cff1326b8aaecdbc471eaf48e95bc2865181366
Optimize drawBitmapMesh using TRIANGLE_STRIP

Draw BitmapMesh using STRIP instead of TRIANGLES.
Depending on where the bottleneck is located in the pipeline,
there is a potential for saving two-thirds of the time spent rendering.
The speedup is due to avoiding redundant operations,
i.e., mapping each vertex four times to texture and color attribute,
sending each vertex twice to the GPU, vertex processing of GPU ...

In this patch:
1. Refactoring mesh using Strip.
2. Batch triangles by adding degenerate triangles.
3. Optimize computing positions of texture and color attribute.

Benchmark: Drawing Bitmap(1152x768 px) with 200x200 meshes
Performance is doubled (from 26.4 fps to 53 fps, Nexus10).
Memory footprint: only 17% of original method.
(from 240000 to 40401 vertices with xy, uv, rgba data.)

Change-Id: I08c5c20d981d88528ce7b02012feefae468d6ec4
Signed-off-by: kui.zheng <kui.zheng@arm.com>
Merge pull request #32 from CyanogenMod/cm-11.0

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