addon/validation: Add tests for the (un)encode_binary() functions
addon/validation: Add test case for .. add-on name illegality
Fix some CMake linker problems.

The changes were introduced by recent SDL related changes.
Make a function static.
Remove redundant declarations.
Fix using the shift key in the text widgets.

Commit abee16b16efcdfa27513aec1bbc8c9630b1bbef4 caused the shift key to
insert a NUL character breaking the text input.

(Note keys like ALT and CTRL behaved the same.)
CodeBlocks project update.

Adjustments for 294379a157767cdab4dad348332c392411411d9c.
Update VC project for 7ca6ad8
Update VC project for 294379a
Merge pull request #197 from aquileia/VC_update

Update VC project
Merge pull request #196 from sigurdfdragon/CodeBlocks_Update_20140607

CodeBlocks project update.
add tests for scenario ending by killing enemy leader

Tests killing, killing on retal, and levelling up on killing,
in various configurations.
Merge branch 'master' of git://github.com/wesnoth/wesnoth
add end_play_signal type and visitors

This commit adds an "end_play_signal" type. It is meant to be used
in play_controller classes to prevent crashes due to bad exception
handling / collisions, and should help us to make assumptions more
easily about when networking operations will happen

It also adds some macros to avoid the proliferation of unreadable
try catch blocks. It is expected that many of these can be
expanded and simplified after the refactor.
push end_play exceptions down one level in playsingle_controller

This uses the macros introduced to handle game end exceptions.
It should be a strict refactor.

Rebased to accomodate conflict here: https://github.com/wesnoth/wesnoth/commit/516206a0ee2fc0826707da9d54b44ed051638050
Still a strict refactor.

Note:
If end_turn_exception propogates to the top of
playsingle_controller, there is no handler beyond that and the
program will terminate. If an end turn signal gets there, we
also will terminate. This commit adds an assertion failure with
a message clarifying what happened.
push end_play_exceptions one down in call stack, at "play_turn()"

Continues trend of previous commit. play_turn becomes no throw
with respect to these exceptions, and so we can switch calls to it
to use the "PROPOGATE_END_PLAY_SIGNAL" instead of "HANDLE_...".

It looks like by progressively doing this and unit testing at each
step, we will be able to successfully convert all of the functions
in play_controller to use PROPOGATE, which is a cheap if else and
not an exception handler, and increase the stability of the engine
by avoiding the use of exceptions for control flow. If we continue
this way, we could push all the throws into the event handler
and the replay module. Perhaps could continue from there, but
likely at some point the exceptions might be the simpler solution
esp. for breaking recursion in WML / lua or things like this.
remove unnecessary handler macro from events::raise_draw_event

After discussion on irc, it seems that this function doesn't
throw end level or end turn exceptions, and some play testing
suggests that removing the handler macros here is alright.
push end play exceptions out of play_controller::check_time_over
finish_turn() cannot throw end play exceptions, remove handlers
remove handler from finish_side_done

This function won't throw end level or end turn. game_event pump
will not throw these, although the SDL event pump may throw them
in response to keyboard / menu events.