Fix translucent navigation bar layout on tablets in landscape.

The status bar blocker view was visible and stretched over the whole
navigation bar, even though it's not even needed on tablets, as the
status bar never extends into the navigation bar there. Fix that by
hiding the blocker view, but keep it in the layout in oder to not
clutter the code with null checks.

Also cleanup unneeded method override.

Change-Id: I50d58e6e3496516b37f8c36b497cf8c9f569325c
AppOps: Add nfc enable control into AppOps

Check user permission before enabling nfc.

Change-Id: Ia84e33c299e4fdecfd66ee933d9e7d37ed29c340
AppOps: add permission check when enabing nfc

Add appops permission check for enable function.

Change-Id: Ie98be3e7b3cd9e72b0ad12cc1634d9cd1869a66c
Themes: Only kill launchers if overlays or icons changed

There is no need to kill the launcher for every coponent changed.
The only ones that really concern us in regards to killing launchers
are MODIFIES_OVERLAYS and MODIFIES_ICONS

Change-Id: I840b8e2ecd4b52a33f352809c5d3d2c7e92ce85e
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
Clean up quick settings tile code.

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

Change-Id: I0a118f7154bdd8cfdacdd7fdf8b76241010179de
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>
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
base: Fix margin layouts params of MobileNetworkTile

MobileNetworkTile use an internal frame, so we need to restrict frame margins instead of image margin

Change-Id: I1861866c814eece7911f6fc4a5671575173c12e0
Signed-off-by: Jorge Ruesga <jorge@ruesga.com>
New dutch translations
update Japanese translation