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>
DocumentsUI: Workaround for aapt warnings

* Now we should be completely free of aapt warnings

Change-Id: I8e6886f9ac93adb19c80887a1b7329ae9b942125
Bypass the lockscreen when the hardware keyboard is slid out and security mode is 'none'

Change-Id: Ie40bb33ea46b7e68bad9916a0073cdf07a42ff93
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>
Merge remote-tracking branch 'CM/cm-11.0' into cm-11.0