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
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
Add ANT to the list of toggleable airplane mode radios

Adding ANT to the list of toggleable radios allows ANT to behave in the same way as Wifi or
Bluetooth in regards to operation during airplane mode: when airplane mode is turned on, ANT is
disabled, but can be re-enabled by the user at any time.

Change-Id: Idb9e9499fd7a7fccee8c459779ec86bf24e1373e
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
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>
add MVNO info for tele2 in croatia
per CYAN-5178

Change-Id: I80f8bfbcf0f40abac397ddf63beaf2c0b2e46dfd