Fix #158: handle drag and reversion of drag appropriately for each game (4 modes).
Add R.string.name_pearl

Its absence was causing a crash when starting settings from Pearl.
Every other game has an equivalent string defined already.
Don't reload initial help page on orientation change
Break long words in docs where needed.
Fix #170 as proof of concept of game-specific actions (see also #149).

Should eventually apply to letter-buttons (#36) as well.
Graphics for 33a8baf97ec173d962e539da7ae1dd43325ba287.
Fix #169: account for effect of centre-of-pixel coordinates when zoomed.

Rectangles (including clip) start and end mid-pixel, so adjust by 0.5 accordingly.

Still not 100% sure this is all correct, but it's definitely an improvement.

If changing it, be sure to try high zoom on at least Map, Light Up, Mines, and Inertia.

Also anti-alias by default except for rectangles (puzzles drawing API requirement).

Fixed graphics overflowing square on mines, and tweaked bevel on inertia.
Fix #162 - well, fixed earlier, but fix associated wobble.

Also keep coordinates fractional until sending to backend.
Fix #149: add many specific icons and abstract dots fallback.

Disable welcome dialog as I have nothing worthwhile to put there right now.

Also set left-button-only on more games, and introduce arrows-only for Cube.

In netslide, allow right button to invert direction, as it does for mouse/touch.
Having carefully avoided an overflow menu, make menu button open Game menu.

Just on the basis that this is better than doing nothing, and might be more convenient than the Game button for some users.
Detect drags without waiting for gesture detector.

Was supposed to make short swipes visible sooner, but doesn't seem to make much difference.

(They're still taking effect, but instantaneously after ~50ms with no animation. :-/ )
Fix #147: rotate presets to current orientation.

We lie a little and just tick the preset that matches modulo orientation; I think this is fine? (Responsibility for ticking it has moved up into Java.)

Also in terms of compile flags to vary available presets and game layout (reduce borders), declare that we are "small screen" and not "slow system", now that we have that option.

Change progress message to "Generating game" to reinforce that it is making one up, instead of just saying something vague about slowness.
Fix #168 (help titles).

Halibut lacks options here, so let's just sed it for now.
Add icons for a bunch of character keys (towards #36).

Also remove net's mouse buttons which duplicate A/S. Possibly it would be better to remove A/S instead? But that splits the group of controls. Not sure.
Fix #173 (bridges). We have a drag-to-start mode, so just use that.
Fix #172 (back button soon after game action). Time may want tweaking (600ms).
Hide mouse left/right in Fifteen as they do nothing.
Tweak undead mouse button(s).
More icons for #36.

net_sym_key_j is "shuffle" from the Android Design clipart set / Android Asset Studio.
Missed one. (#36)