Merge pull request #489 from mauriciocolli/master
Fix travis and some clean-up
This commit is contained in:
commit
5dd8271c15
22
.travis.yml
22
.travis.yml
|
@ -11,29 +11,9 @@ android:
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- android-25
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# Additional components
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- extra-android-support
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- extra-android-m2repository
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- extra-google-m2repository
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# Emulators
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- sys-img-armeabi-v7a-android-21
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- sys-img-armeabi-v7a-android-19
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- sys-img-armeabi-v7a-android-15
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env:
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global:
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- ADB_INSTALL_TIMEOUT=8 # minutes (2 by default)
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- GRADLE_OPTS=-Xmx512m # give gradle more memory since it seem to fail otherwise
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matrix:
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- ANDROID_TARGET=android-21 ANDROID_ABI=armeabi-v7a
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before_script:
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- echo no | android create avd --force -n test -t $ANDROID_TARGET --abi $ANDROID_ABI
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- emulator -avd test -no-skin -no-audio -no-window &
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- android-wait-for-emulator
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- adb shell input keyevent 82 &
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script: ./gradlew --info build connectedCheck
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script: ./gradlew -Dorg.gradle.jvmargs=-Xmx1536m assembleDebug lintDebug testDebugUnitTest
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licenses:
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- '.+'
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@ -32,6 +32,9 @@ android {
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dependencies {
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testCompile 'junit:junit:4.12'
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testCompile 'org.mockito:mockito-core:1.10.19'
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testCompile 'org.json:json:20160810'
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compile 'com.android.support:appcompat-v7:25.1.0'
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compile 'com.android.support:support-v4:25.1.0'
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compile 'com.android.support:design:25.1.0'
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@ -46,7 +49,4 @@ dependencies {
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compile 'com.nononsenseapps:filepicker:3.0.0'
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compile 'ch.acra:acra:4.9.0'
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compile 'com.google.android.exoplayer:exoplayer:r2.3.1'
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testCompile 'junit:junit:4.12'
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testCompile 'org.mockito:mockito-core:1.10.19'
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testCompile 'org.json:json:20160810'
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}
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@ -53,11 +53,6 @@
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android:launchMode="singleInstance"
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android:theme="@style/PlayerTheme"/>
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<service
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android:name=".player.BackgroundPlayer"
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android:exported="false"
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android:label="@string/background_player_name" />
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<activity
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android:name=".settings.SettingsActivity"
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android:label="@string/settings_activity_title" />
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@ -1,17 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<android.support.v4.widget.NestedScrollView xmlns:android="http://schemas.android.com/apk/res/android"
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xmlns:app="http://schemas.android.com/apk/res-auto"
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xmlns:tools="http://schemas.android.com/tools"
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android:layout_width="match_parent"
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android:layout_height="match_parent"
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app:layout_behavior="@string/appbar_scrolling_view_behavior"
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tools:context="org.schabi.newpipe.ChannelActivity"
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tools:showIn="@layout/activity_channel">
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<TextView
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android:layout_width="wrap_content"
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android:layout_height="wrap_content"
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android:layout_margin="@dimen/text_margin"
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android:text="@string/large_text" />
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</android.support.v4.widget.NestedScrollView>
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@ -1,27 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<resources>
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<string name="abc_action_bar_home_description">Navigate home</string>
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<string name="abc_action_bar_home_description_format">%1$s, %2$s</string>
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<string name="abc_action_bar_home_subtitle_description_format">%1$s, %2$s, %3$s</string>
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<string name="abc_action_bar_up_description">Navigate up</string>
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<string name="abc_action_menu_overflow_description">More options</string>
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<string name="abc_action_mode_done">Done</string>
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<string name="abc_activity_chooser_view_see_all">See all</string>
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<string name="abc_activitychooserview_choose_application">Choose an app</string>
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<string name="abc_capital_off">OFF</string>
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<string name="abc_capital_on">ON</string>
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<string name="abc_search_hint">Search…</string>
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<string name="abc_searchview_description_clear">Clear query</string>
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<string name="abc_searchview_description_query">Search query</string>
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<string name="abc_searchview_description_search">Search</string>
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<string name="abc_searchview_description_submit">Submit query</string>
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<string name="abc_searchview_description_voice">Voice search</string>
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<string name="abc_shareactionprovider_share_with">Share with</string>
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<string name="abc_shareactionprovider_share_with_application">Share with %s</string>
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<string name="abc_toolbar_collapse_description">Collapse</string>
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<string name="status_bar_notification_info_overflow">999+</string>
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<string name="autoplay_through_intent_summary">"بدء تشغيل الفيديو تلقائيًا عندما يتم فتحه من تطبيق أخر."</string>
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<string name="autoplay_through_intent_title">التشغيل التلقائي</string>
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<string name="background_player_name">مشغل NewPipe في الخلفية</string>
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<string name="background_player_playing_toast">جاري التشغيل في الخلفية</string>
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<string name="cancel">إلغاء</string>
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@ -87,31 +65,4 @@
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<string name="general_error">خطأ</string>
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<string name="parsing_error">لا يمكن تحليل الموقع.</string>
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<string name="youtube_signature_decryption_error">لا يمكن فك تشفير توقيع رابط الفيديو.</string>
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<string name="app_name">NewPipe</string>
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<string name="appbar_scrolling_view_behavior">android.support.design.widget.AppBarLayout$ScrollingViewBehavior</string>
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<string name="autoplay_through_intent_key">autoplay_through_intent</string>
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<string name="background_player_time_text">%1$s - NewPipe</string>
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<string name="c3s_url">https://www.c3s.cc/</string>
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<string name="character_counter_pattern">%1$d / %2$d</string>
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<string name="default_audio_format_key">default_audio_format</string>
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<string name="default_audio_format_value">m4a</string>
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<string name="default_language_value">en</string>
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<string name="default_resolution_key">default_resolution_preference</string>
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<string name="default_resolution_value">360p</string>
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<string name="default_theme_value">0</string>
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<string name="download_path_audio_key">download_path_audio</string>
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<string name="download_path_key">download_path</string>
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<string name="fdroid_kore_url">https://f-droid.org/repository/browse/?fdfilter=Kore&fdid=org.xbmc.kore</string>
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<string name="fdroid_vlc_url">https://f-droid.org/repository/browse/?fdfilter=vlc&fdid=org.videolan.vlc</string>
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<string name="search_language_key">search_language</string>
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<string name="settings_category_appearance">settings_category_appearance</string>
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<string name="settings_category_other">settings_category_other</string>
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<string name="settings_category_video_audio">settings_category_video_audio</string>
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<string name="show_next_video_key">show_next_video</string>
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<string name="show_play_with_kodi_key">show_play_with_kodi</string>
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<string name="theme_key">الثيمات</string>
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<string name="title_videoitem_detail">NewPipe</string>
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<string name="use_external_audio_player_key">use_external_audio_player</string>
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<string name="use_external_video_player_key">use_external_video_player</string>
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<string name="use_tor_key">use_tor</string>
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</resources>
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@ -22,8 +22,6 @@
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<string name="download_path_audio_dialog_title">Zadejte umístění pro stažené audio soubory.</string>
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<string name="download_path_audio_title">Umístění pro stažené audio</string>
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<string name="autoplay_through_intent_title">Automatické přehrávání skrze Intent</string>
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<string name="autoplay_through_intent_summary">Automaticky přehrávat video, jestliže je volané z jiné aplikace.</string>
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<string name="default_resolution_title">Výchozí rozlišení</string>
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<string name="play_with_kodi_title">Přehrát pomocí Kodi</string>
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<string name="kore_not_found">Aplikace Kore nenalezena. Nainstalovat Kore?</string>
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@ -159,143 +157,6 @@
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<string name="title_activity_channel">Aktivita kanálu</string>
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<string name="user_report">Hlášení uživatele</string>
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<string name="large_text">"
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Material is the metaphor.
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||||
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A material metaphor is the unifying theory of a rationalized space and a system of motion.
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The material is grounded in tactile reality, inspired by the study of paper and ink, yet
|
||||
technologically advanced and open to imagination and magic.
|
||||
|
||||
Surfaces and edges of the material provide visual cues that are grounded in reality. The
|
||||
use of familiar tactile attributes helps users quickly understand affordances. Yet the
|
||||
flexibility of the material creates new affordances that supercede those in the physical
|
||||
world, without breaking the rules of physics.
|
||||
|
||||
The fundamentals of light, surface, and movement are key to conveying how objects move,
|
||||
interact, and exist in space and in relation to each other. Realistic lighting shows
|
||||
seams, divides space, and indicates moving parts.
|
||||
|
||||
|
||||
|
||||
Bold, graphic, intentional.
|
||||
|
||||
|
||||
|
||||
The foundational elements of print based design typography, grids, space, scale, color,
|
||||
and use of imagery guide visual treatments. These elements do far more than please the
|
||||
eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge
|
||||
imagery, large scale typography, and intentional white space create a bold and graphic
|
||||
interface that immerse the user in the experience.
|
||||
|
||||
An emphasis on user actions makes core functionality immediately apparent and provides
|
||||
waypoints for the user.
|
||||
|
||||
|
||||
|
||||
Motion provides meaning.
|
||||
|
||||
|
||||
|
||||
Motion respects and reinforces the user as the prime mover. Primary user actions are
|
||||
inflection points that initiate motion, transforming the whole design.
|
||||
|
||||
All action takes place in a single environment. Objects are presented to the user without
|
||||
breaking the continuity of experience even as they transform and reorganize.
|
||||
|
||||
Motion is meaningful and appropriate, serving to focus attention and maintain continuity.
|
||||
Feedback is subtle yet clear. Transitions are efficient yet coherent.
|
||||
|
||||
|
||||
|
||||
3D world.
|
||||
|
||||
|
||||
|
||||
The material environment is a 3D space, which means all objects have x, y, and z
|
||||
dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the
|
||||
positive z-axis extending towards the viewer. Every sheet of material occupies a single
|
||||
position along the z-axis and has a standard 1dp thickness.
|
||||
|
||||
On the web, the z-axis is used for layering and not for perspective. The 3D world is
|
||||
emulated by manipulating the y-axis.
|
||||
|
||||
|
||||
|
||||
Light and shadow.
|
||||
|
||||
|
||||
|
||||
Within the material environment, virtual lights illuminate the scene. Key lights create
|
||||
directional shadows, while ambient light creates soft shadows from all angles.
|
||||
|
||||
Shadows in the material environment are cast by these two light sources. In Android
|
||||
development, shadows occur when light sources are blocked by sheets of material at
|
||||
various positions along the z-axis. On the web, shadows are depicted by manipulating the
|
||||
y-axis only. The following example shows the card with a height of 6dp.
|
||||
|
||||
|
||||
|
||||
Resting elevation.
|
||||
|
||||
|
||||
|
||||
All material objects, regardless of size, have a resting elevation, or default elevation
|
||||
that does not change. If an object changes elevation, it should return to its resting
|
||||
elevation as soon as possible.
|
||||
|
||||
|
||||
|
||||
Component elevations.
|
||||
|
||||
|
||||
|
||||
The resting elevation for a component type is consistent across apps (e.g., FAB elevation
|
||||
does not vary from 6dp in one app to 16dp in another app).
|
||||
|
||||
Components may have different resting elevations across platforms, depending on the depth
|
||||
of the environment (e.g., TV has a greater depth than mobile or desktop).
|
||||
|
||||
|
||||
|
||||
Responsive elevation and dynamic elevation offsets.
|
||||
|
||||
|
||||
|
||||
Some component types have responsive elevation, meaning they change elevation in response
|
||||
to user input (e.g., normal, focused, and pressed) or system events. These elevation
|
||||
changes are consistently implemented using dynamic elevation offsets.
|
||||
|
||||
Dynamic elevation offsets are the goal elevation that a component moves towards, relative
|
||||
to the component’s resting state. They ensure that elevation changes are consistent
|
||||
across actions and component types. For example, all components that lift on press have
|
||||
the same elevation change relative to their resting elevation.
|
||||
|
||||
Once the input event is completed or cancelled, the component will return to its resting
|
||||
elevation.
|
||||
|
||||
|
||||
|
||||
Avoiding elevation interference.
|
||||
|
||||
|
||||
|
||||
Components with responsive elevations may encounter other components as they move between
|
||||
their resting elevations and dynamic elevation offsets. Because material cannot pass
|
||||
through other material, components avoid interfering with one another any number of ways,
|
||||
whether on a per component basis or using the entire app layout.
|
||||
|
||||
On a component level, components can move or be removed before they cause interference.
|
||||
For example, a floating action button (FAB) can disappear or move off screen before a
|
||||
user picks up a card, or it can move if a snackbar appears.
|
||||
|
||||
On the layout level, design your app layout to minimize opportunities for interference.
|
||||
For example, position the FAB to one side of stream of a cards so the FAB won’t interfere
|
||||
when a user tries to pick up one of cards.
|
||||
|
||||
|
||||
"</string>
|
||||
<string name="logging_verbose">Podrobné</string>
|
||||
<string name="error_querying_decoders">Nelze zjistit dekodéry zařízení</string>
|
||||
<string name="error_instantiating_decoder">Nelze doložit dekodér <xliff:g id="decoder_name">
|
||||
|
|
|
@ -16,16 +16,12 @@
|
|||
<string name="choose_browser">Browser</string>
|
||||
<string name="screen_rotation">Rotation</string>
|
||||
<string name="settings_activity_title">Einstellungen</string>
|
||||
<string name="useExternalPlayerTitle">Externen Player benutzen</string>
|
||||
<string name="download_path_title">Downloadverzeichnis für Videos</string>
|
||||
<string name="download_path_summary">Verzeichnis in dem heruntergeladene Videos gespeichert werden.</string>
|
||||
<string name="download_path_dialog_title">Downloadverzeichnis für Videos eingeben</string>
|
||||
<string name="autoplay_through_intent_title">Automatisches Abspielen durch Intent</string>
|
||||
<string name="autoplay_through_intent_summary">Startet ein Video automatisch wenn es von einer anderen App aufgerufen wurde.</string>
|
||||
<string name="default_resolution_title">Standardauflösung</string>
|
||||
<string name="play_with_kodi_title">Mit Kodi abspielen</string>
|
||||
<string name="kore_not_found">Kore App wurde nicht gefunden. Möchten sie Kore jetzt installieren?</string>
|
||||
<string name="installeKore">Kore installieren</string>
|
||||
<string name="show_play_with_kodi_title">Zeige \"Mit Kodi abspielen\" Option</string>
|
||||
<string name="show_play_with_kodi_summary">Zeigt eine Option an, über die man Videos mit dem Kodi Mediacenter abspielen kann.</string>
|
||||
<string name="play_audio">Audio</string>
|
||||
|
@ -169,143 +165,6 @@
|
|||
<string name="msg_url_malform">Beschädigte URL oder Internet nicht erreichbar</string>
|
||||
<string name="msg_fetch_filename">Vorgeschlagener Dateiname</string>
|
||||
<string name="title_activity_channel">Kanalaktivität</string>
|
||||
<string name="large_text">"
|
||||
Material is the metaphor.
|
||||
|
||||
|
||||
|
||||
A material metaphor is the unifying theory of a rationalized space and a system of motion.
|
||||
The material is grounded in tactile reality, inspired by the study of paper and ink, yet
|
||||
technologically advanced and open to imagination and magic.
|
||||
|
||||
Surfaces and edges of the material provide visual cues that are grounded in reality. The
|
||||
use of familiar tactile attributes helps users quickly understand affordances. Yet the
|
||||
flexibility of the material creates new affordances that supercede those in the physical
|
||||
world, without breaking the rules of physics.
|
||||
|
||||
The fundamentals of light, surface, and movement are key to conveying how objects move,
|
||||
interact, and exist in space and in relation to each other. Realistic lighting shows
|
||||
seams, divides space, and indicates moving parts.
|
||||
|
||||
|
||||
|
||||
Bold, graphic, intentional.
|
||||
|
||||
|
||||
|
||||
The foundational elements of print based design typography, grids, space, scale, color,
|
||||
and use of imagery guide visual treatments. These elements do far more than please the
|
||||
eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge
|
||||
imagery, large scale typography, and intentional white space create a bold and graphic
|
||||
interface that immerse the user in the experience.
|
||||
|
||||
An emphasis on user actions makes core functionality immediately apparent and provides
|
||||
waypoints for the user.
|
||||
|
||||
|
||||
|
||||
Motion provides meaning.
|
||||
|
||||
|
||||
|
||||
Motion respects and reinforces the user as the prime mover. Primary user actions are
|
||||
inflection points that initiate motion, transforming the whole design.
|
||||
|
||||
All action takes place in a single environment. Objects are presented to the user without
|
||||
breaking the continuity of experience even as they transform and reorganize.
|
||||
|
||||
Motion is meaningful and appropriate, serving to focus attention and maintain continuity.
|
||||
Feedback is subtle yet clear. Transitions are efficient yet coherent.
|
||||
|
||||
|
||||
|
||||
3D world.
|
||||
|
||||
|
||||
|
||||
The material environment is a 3D space, which means all objects have x, y, and z
|
||||
dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the
|
||||
positive z-axis extending towards the viewer. Every sheet of material occupies a single
|
||||
position along the z-axis and has a standard 1dp thickness.
|
||||
|
||||
On the web, the z-axis is used for layering and not for perspective. The 3D world is
|
||||
emulated by manipulating the y-axis.
|
||||
|
||||
|
||||
|
||||
Light and shadow.
|
||||
|
||||
|
||||
|
||||
Within the material environment, virtual lights illuminate the scene. Key lights create
|
||||
directional shadows, while ambient light creates soft shadows from all angles.
|
||||
|
||||
Shadows in the material environment are cast by these two light sources. In Android
|
||||
development, shadows occur when light sources are blocked by sheets of material at
|
||||
various positions along the z-axis. On the web, shadows are depicted by manipulating the
|
||||
y-axis only. The following example shows the card with a height of 6dp.
|
||||
|
||||
|
||||
|
||||
Resting elevation.
|
||||
|
||||
|
||||
|
||||
All material objects, regardless of size, have a resting elevation, or default elevation
|
||||
that does not change. If an object changes elevation, it should return to its resting
|
||||
elevation as soon as possible.
|
||||
|
||||
|
||||
|
||||
Component elevations.
|
||||
|
||||
|
||||
|
||||
The resting elevation for a component type is consistent across apps (e.g., FAB elevation
|
||||
does not vary from 6dp in one app to 16dp in another app).
|
||||
|
||||
Components may have different resting elevations across platforms, depending on the depth
|
||||
of the environment (e.g., TV has a greater depth than mobile or desktop).
|
||||
|
||||
|
||||
|
||||
Responsive elevation and dynamic elevation offsets.
|
||||
|
||||
|
||||
|
||||
Some component types have responsive elevation, meaning they change elevation in response
|
||||
to user input (e.g., normal, focused, and pressed) or system events. These elevation
|
||||
changes are consistently implemented using dynamic elevation offsets.
|
||||
|
||||
Dynamic elevation offsets are the goal elevation that a component moves towards, relative
|
||||
to the component’s resting state. They ensure that elevation changes are consistent
|
||||
across actions and component types. For example, all components that lift on press have
|
||||
the same elevation change relative to their resting elevation.
|
||||
|
||||
Once the input event is completed or cancelled, the component will return to its resting
|
||||
elevation.
|
||||
|
||||
|
||||
|
||||
Avoiding elevation interference.
|
||||
|
||||
|
||||
|
||||
Components with responsive elevations may encounter other components as they move between
|
||||
their resting elevations and dynamic elevation offsets. Because material cannot pass
|
||||
through other material, components avoid interfering with one another any number of ways,
|
||||
whether on a per component basis or using the entire app layout.
|
||||
|
||||
On a component level, components can move or be removed before they cause interference.
|
||||
For example, a floating action button (FAB) can disappear or move off screen before a
|
||||
user picks up a card, or it can move if a snackbar appears.
|
||||
|
||||
On the layout level, design your app layout to minimize opportunities for interference.
|
||||
For example, position the FAB to one side of stream of a cards so the FAB won’t interfere
|
||||
when a user tries to pick up one of cards.
|
||||
|
||||
|
||||
"</string>
|
||||
<string name="reCaptchaActivity">reCAPTCHA</string>
|
||||
<string name="black_theme_title">Schwarz</string>
|
||||
|
||||
|
|
|
@ -28,8 +28,6 @@
|
|||
<string name="download_path_audio_summary">Διαδρομή για αποθήκευση αρχείων ήχου</string>
|
||||
<string name="download_path_audio_dialog_title">Εισάγετε διαδρομή για λήψη αρχείων ήχου.</string>
|
||||
|
||||
<string name="autoplay_through_intent_title">Αυτόματη αναπαραγωγή μέσω Intent</string>
|
||||
<string name="autoplay_through_intent_summary">Αυτόματη αναπαραγωγή video όταν καλείται από άλλη εφαρμογή.</string>
|
||||
<string name="default_resolution_title">Προεπιλεγμένη ανάλυση</string>
|
||||
<string name="play_with_kodi_title">Αναπαραγωγή με το Kodi</string>
|
||||
<string name="kore_not_found">Η εφαρμογή Kore δεν βρέθηκε. Εγκατάσταση;</string>
|
||||
|
|
|
@ -48,7 +48,6 @@
|
|||
<string name="detail_likes_img_view_description">Ŝatoj</string>
|
||||
<string name="detail_dislikes_img_view_description">Malŝatoj</string>
|
||||
<string name="use_tor_title">Uzi la programon Tor</string>
|
||||
<string name="autoplay_through_intent_title">Ludi aŭtomate per Intent</string>
|
||||
<string name="no_player_found">Neniu elsendlflua ludilo trovita. Ĉu instali la aplikaĵon VLC?</string>
|
||||
<string name="kore_not_found">La aplikaĵo Kore ne estas trovita. Ĉu instali la aplikaĵon Kore?</string>
|
||||
<string name="show_next_and_similar_title">Montri la sekvan videon kaj similajn videojn</string>
|
||||
|
@ -67,7 +66,6 @@
|
|||
<string name="show_play_with_kodi_summary">Montri opcion por ludi videon per la aplikaĵo Kodi.</string>
|
||||
<string name="download_path_summary">Dosierujo por konservi elŝutitajn videojn.</string>
|
||||
<string name="download_path_audio_summary">Dosierujo por konservi elŝutitan muzikon</string>
|
||||
<string name="autoplay_through_intent_summary">Ludi videon aŭtomate kiam ĝi estas vokita de alia aplikaĵo.</string>
|
||||
<string name="download_path_dialog_title">Elektu lokon por konservi elŝutitajn videojn</string>
|
||||
|
||||
<string name="download_path_audio_dialog_title">Elektu lokon por konservi elŝutitan muzikon.</string>
|
||||
|
|
|
@ -16,16 +16,12 @@
|
|||
<string name="choose_browser">Seleccionar navegador</string>
|
||||
<string name="screen_rotation">rotación</string>
|
||||
<string name="settings_activity_title">Ajustes</string>
|
||||
<string name="useExternalPlayerTitle">Usar reproductor externo</string>
|
||||
<string name="download_path_title">Ruta de descarga de vídeo</string>
|
||||
<string name="download_path_summary">Ruta para almacenar los vídeos descargados.</string>
|
||||
<string name="download_path_dialog_title">Introducir directorio de descargas para vídeos</string>
|
||||
<string name="autoplay_through_intent_title">Intentar reproducción automática</string>
|
||||
<string name="autoplay_through_intent_summary">Reproducir vídeos automáticamente cuando se llamen desde otra aplicación.</string>
|
||||
<string name="default_resolution_title">Resolución por defecto</string>
|
||||
<string name="play_with_kodi_title">Reproducir con Kodi</string>
|
||||
<string name="kore_not_found">Aplicación Kore no encontrada. ¿Instalar Kore?</string>
|
||||
<string name="installeKore">Instalar Kore</string>
|
||||
<string name="show_play_with_kodi_title">Mostrar opción \"Reproducir con Kodi\"</string>
|
||||
<string name="show_play_with_kodi_summary">Muestra una opción para reproducir el vídeo con Kodi Media Center.</string>
|
||||
<string name="play_audio">Audio</string>
|
||||
|
@ -159,143 +155,6 @@
|
|||
<string name="title_activity_channel">Actividad del canal</string>
|
||||
<string name="action_settings">Ajustes</string>
|
||||
|
||||
<string name="large_text">"
|
||||
Material is the metaphor.
|
||||
|
||||
|
||||
|
||||
A material metaphor is the unifying theory of a rationalized space and a system of motion.
|
||||
The material is grounded in tactile reality, inspired by the study of paper and ink, yet
|
||||
technologically advanced and open to imagination and magic.
|
||||
|
||||
Surfaces and edges of the material provide visual cues that are grounded in reality. The
|
||||
use of familiar tactile attributes helps users quickly understand affordances. Yet the
|
||||
flexibility of the material creates new affordances that supercede those in the physical
|
||||
world, without breaking the rules of physics.
|
||||
|
||||
The fundamentals of light, surface, and movement are key to conveying how objects move,
|
||||
interact, and exist in space and in relation to each other. Realistic lighting shows
|
||||
seams, divides space, and indicates moving parts.
|
||||
|
||||
|
||||
|
||||
Bold, graphic, intentional.
|
||||
|
||||
|
||||
|
||||
The foundational elements of print based design typography, grids, space, scale, color,
|
||||
and use of imagery guide visual treatments. These elements do far more than please the
|
||||
eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge
|
||||
imagery, large scale typography, and intentional white space create a bold and graphic
|
||||
interface that immerse the user in the experience.
|
||||
|
||||
An emphasis on user actions makes core functionality immediately apparent and provides
|
||||
waypoints for the user.
|
||||
|
||||
|
||||
|
||||
Motion provides meaning.
|
||||
|
||||
|
||||
|
||||
Motion respects and reinforces the user as the prime mover. Primary user actions are
|
||||
inflection points that initiate motion, transforming the whole design.
|
||||
|
||||
All action takes place in a single environment. Objects are presented to the user without
|
||||
breaking the continuity of experience even as they transform and reorganize.
|
||||
|
||||
Motion is meaningful and appropriate, serving to focus attention and maintain continuity.
|
||||
Feedback is subtle yet clear. Transitions are efficient yet coherent.
|
||||
|
||||
|
||||
|
||||
3D world.
|
||||
|
||||
|
||||
|
||||
The material environment is a 3D space, which means all objects have x, y, and z
|
||||
dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the
|
||||
positive z-axis extending towards the viewer. Every sheet of material occupies a single
|
||||
position along the z-axis and has a standard 1dp thickness.
|
||||
|
||||
On the web, the z-axis is used for layering and not for perspective. The 3D world is
|
||||
emulated by manipulating the y-axis.
|
||||
|
||||
|
||||
|
||||
Light and shadow.
|
||||
|
||||
|
||||
|
||||
Within the material environment, virtual lights illuminate the scene. Key lights create
|
||||
directional shadows, while ambient light creates soft shadows from all angles.
|
||||
|
||||
Shadows in the material environment are cast by these two light sources. In Android
|
||||
development, shadows occur when light sources are blocked by sheets of material at
|
||||
various positions along the z-axis. On the web, shadows are depicted by manipulating the
|
||||
y-axis only. The following example shows the card with a height of 6dp.
|
||||
|
||||
|
||||
|
||||
Resting elevation.
|
||||
|
||||
|
||||
|
||||
All material objects, regardless of size, have a resting elevation, or default elevation
|
||||
that does not change. If an object changes elevation, it should return to its resting
|
||||
elevation as soon as possible.
|
||||
|
||||
|
||||
|
||||
Component elevations.
|
||||
|
||||
|
||||
|
||||
The resting elevation for a component type is consistent across apps (e.g., FAB elevation
|
||||
does not vary from 6dp in one app to 16dp in another app).
|
||||
|
||||
Components may have different resting elevations across platforms, depending on the depth
|
||||
of the environment (e.g., TV has a greater depth than mobile or desktop).
|
||||
|
||||
|
||||
|
||||
Responsive elevation and dynamic elevation offsets.
|
||||
|
||||
|
||||
|
||||
Some component types have responsive elevation, meaning they change elevation in response
|
||||
to user input (e.g., normal, focused, and pressed) or system events. These elevation
|
||||
changes are consistently implemented using dynamic elevation offsets.
|
||||
|
||||
Dynamic elevation offsets are the goal elevation that a component moves towards, relative
|
||||
to the component’s resting state. They ensure that elevation changes are consistent
|
||||
across actions and component types. For example, all components that lift on press have
|
||||
the same elevation change relative to their resting elevation.
|
||||
|
||||
Once the input event is completed or cancelled, the component will return to its resting
|
||||
elevation.
|
||||
|
||||
|
||||
|
||||
Avoiding elevation interference.
|
||||
|
||||
|
||||
|
||||
Components with responsive elevations may encounter other components as they move between
|
||||
their resting elevations and dynamic elevation offsets. Because material cannot pass
|
||||
through other material, components avoid interfering with one another any number of ways,
|
||||
whether on a per component basis or using the entire app layout.
|
||||
|
||||
On a component level, components can move or be removed before they cause interference.
|
||||
For example, a floating action button (FAB) can disappear or move off screen before a
|
||||
user picks up a card, or it can move if a snackbar appears.
|
||||
|
||||
On the layout level, design your app layout to minimize opportunities for interference.
|
||||
For example, position the FAB to one side of stream of a cards so the FAB won’t interfere
|
||||
when a user tries to pick up one of cards.
|
||||
|
||||
|
||||
"</string>
|
||||
<string name="black_theme_title">Oscuro</string>
|
||||
|
||||
<string name="all">Todo</string>
|
||||
|
|
|
@ -19,7 +19,6 @@
|
|||
<string name="default_resolution_title">Lehenetsitako bereizmena</string>
|
||||
<string name="play_with_kodi_title">Kodirekin erreproduzitu</string>
|
||||
<string name="kore_not_found">Kore aplikazioa ez da aurkitu. Kore beharrezkoa da Kodi multimedia zentroarekin bideoak erreproduzitzeko.</string>
|
||||
<string name="installeKore">Kore instalatu</string>
|
||||
<string name="show_play_with_kodi_title">\"Kodirekin erreproduzitu\" aukera erakutsi</string>
|
||||
<string name="show_play_with_kodi_summary">Kodi multimedia zentroarekin bideoa erreproduzitzeko aukera erakusten du.</string>
|
||||
<string name="play_audio">Audioa</string>
|
||||
|
@ -48,8 +47,6 @@
|
|||
<string name="search_page">"Orrialdea bilatu: "</string>
|
||||
<string name="use_external_video_player_title">Kanpoko bideo erreproduzitzailea erabili</string>
|
||||
<string name="use_external_audio_player_title">Kanpoko audio erreproduzitzailea erabili</string>
|
||||
<string name="autoplay_through_intent_title">Intent bidez automatikoki erreproduzitu</string>
|
||||
<string name="autoplay_through_intent_summary">Bideoa automatikoki hasten du beste aplikazio batetik deitu denean.</string>
|
||||
<string name="background_player_playing_toast">Atzeko planoan erreproduzitzen</string>
|
||||
<string name="main_bg_subtitle">Ukitu bilaketa hasteko</string>
|
||||
<string name="download_path_audio_title">Audioa deskargatzeko kokapena</string>
|
||||
|
|
|
@ -1,6 +1,5 @@
|
|||
<?xml version='1.0' encoding='UTF-8'?>
|
||||
<resources xmlns:xliff="urn:oasis:names:tc:xliff:document:1.2">
|
||||
<string name="autoplay_through_intent_summary">Lire automatiquement une vidéo lorsqu’elle a été appelée depuis une autre application.</string>
|
||||
<string name="cancel">Annuler</string>
|
||||
<string name="choose_browser">Choisir un navigateur </string>
|
||||
<string name="default_resolution_title">Définition par défaut</string>
|
||||
|
@ -10,11 +9,9 @@
|
|||
<string name="download_path_dialog_title">Entrer le chemin de téléchargement des vidéos</string>
|
||||
<string name="download_path_summary">Chemin de stockage des vidéos téléchargées.</string>
|
||||
<string name="install">Installer</string>
|
||||
<string name="installeKore">Installer Kore</string>
|
||||
<string name="kore_not_found">L’application Kore est introuvable. Installer Kore ?</string>
|
||||
<string name="no_player_found">Aucun lecteur de flux réseau trouvé. Installer VLC ?</string>
|
||||
<string name="open_in_browser">Ouvrir dans le navigateur</string>
|
||||
<string name="autoplay_through_intent_title">Lecture automatique via Intent</string>
|
||||
<string name="play_with_kodi_title">Lire avec Kodi</string>
|
||||
<string name="screen_rotation">rotation</string>
|
||||
<string name="search">Rechercher</string>
|
||||
|
@ -26,7 +23,6 @@
|
|||
<string name="show_play_with_kodi_title">Afficher l’option « Lire avec Kodi »</string>
|
||||
<string name="settings_activity_title">Paramètres</string>
|
||||
<string name="upload_date_text">Ajoutée le %1$s</string>
|
||||
<string name="useExternalPlayerTitle">Utiliser un lecteur externe</string>
|
||||
<string name="view_count_text">%1$s vues</string>
|
||||
<string name="play_audio">Audio</string>
|
||||
<string name="default_audio_format_title">Format audio par défaut</string>
|
||||
|
|
|
@ -16,16 +16,12 @@
|
|||
<string name="choose_browser">Válasszon böngészőt</string>
|
||||
<string name="screen_rotation">forgatás</string>
|
||||
<string name="settings_activity_title">Beállítások</string>
|
||||
<string name="useExternalPlayerTitle">Külső lejátszó használata</string>
|
||||
<string name="download_path_title">Videófájlok letöltési helye</string>
|
||||
<string name="download_path_summary">Útvonal a letöltött videók tárolásához.</string>
|
||||
<string name="download_path_dialog_title">Adja meg a videófájlok letöltési helyét</string>
|
||||
<string name="autoplay_through_intent_title">Automatikus lejátszás Intent-en keresztül</string>
|
||||
<string name="autoplay_through_intent_summary">Videó automatikus lejátszása külső alkalmazással való megnyitás esetén.</string>
|
||||
<string name="default_resolution_title">Alapértelmezett felbontás</string>
|
||||
<string name="play_with_kodi_title">Lejátszás Kodi-val</string>
|
||||
<string name="kore_not_found">A Kore alkalmazás nem található. Feltelepíti a Kore lejátszót?</string>
|
||||
<string name="installeKore">Kore telepítése</string>
|
||||
<string name="show_play_with_kodi_title">\"Lejátszás Kodi-val\" opció mutatása</string>
|
||||
<string name="show_play_with_kodi_summary">Mutat egy opciót a videók Kodi médiaközponttal való lejátszására.</string>
|
||||
<string name="play_audio">Hang</string>
|
||||
|
|
|
@ -151,143 +151,6 @@
|
|||
<string name="user_report">Laporan pengguna</string>
|
||||
|
||||
<string name="msg_threads">Thread</string>
|
||||
<string name="large_text">"
|
||||
Material is the metaphor.
|
||||
|
||||
|
||||
|
||||
A material metaphor is the unifying theory of a rationalized space and a system of motion.
|
||||
The material is grounded in tactile reality, inspired by the study of paper and ink, yet
|
||||
technologically advanced and open to imagination and magic.
|
||||
|
||||
Surfaces and edges of the material provide visual cues that are grounded in reality. The
|
||||
use of familiar tactile attributes helps users quickly understand affordances. Yet the
|
||||
flexibility of the material creates new affordances that supercede those in the physical
|
||||
world, without breaking the rules of physics.
|
||||
|
||||
The fundamentals of light, surface, and movement are key to conveying how objects move,
|
||||
interact, and exist in space and in relation to each other. Realistic lighting shows
|
||||
seams, divides space, and indicates moving parts.
|
||||
|
||||
|
||||
|
||||
Bold, graphic, intentional.
|
||||
|
||||
|
||||
|
||||
The foundational elements of print based design typography, grids, space, scale, color,
|
||||
and use of imagery guide visual treatments. These elements do far more than please the
|
||||
eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge
|
||||
imagery, large scale typography, and intentional white space create a bold and graphic
|
||||
interface that immerse the user in the experience.
|
||||
|
||||
An emphasis on user actions makes core functionality immediately apparent and provides
|
||||
waypoints for the user.
|
||||
|
||||
|
||||
|
||||
Motion provides meaning.
|
||||
|
||||
|
||||
|
||||
Motion respects and reinforces the user as the prime mover. Primary user actions are
|
||||
inflection points that initiate motion, transforming the whole design.
|
||||
|
||||
All action takes place in a single environment. Objects are presented to the user without
|
||||
breaking the continuity of experience even as they transform and reorganize.
|
||||
|
||||
Motion is meaningful and appropriate, serving to focus attention and maintain continuity.
|
||||
Feedback is subtle yet clear. Transitions are efficient yet coherent.
|
||||
|
||||
|
||||
|
||||
3D world.
|
||||
|
||||
|
||||
|
||||
The material environment is a 3D space, which means all objects have x, y, and z
|
||||
dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the
|
||||
positive z-axis extending towards the viewer. Every sheet of material occupies a single
|
||||
position along the z-axis and has a standard 1dp thickness.
|
||||
|
||||
On the web, the z-axis is used for layering and not for perspective. The 3D world is
|
||||
emulated by manipulating the y-axis.
|
||||
|
||||
|
||||
|
||||
Light and shadow.
|
||||
|
||||
|
||||
|
||||
Within the material environment, virtual lights illuminate the scene. Key lights create
|
||||
directional shadows, while ambient light creates soft shadows from all angles.
|
||||
|
||||
Shadows in the material environment are cast by these two light sources. In Android
|
||||
development, shadows occur when light sources are blocked by sheets of material at
|
||||
various positions along the z-axis. On the web, shadows are depicted by manipulating the
|
||||
y-axis only. The following example shows the card with a height of 6dp.
|
||||
|
||||
|
||||
|
||||
Resting elevation.
|
||||
|
||||
|
||||
|
||||
All material objects, regardless of size, have a resting elevation, or default elevation
|
||||
that does not change. If an object changes elevation, it should return to its resting
|
||||
elevation as soon as possible.
|
||||
|
||||
|
||||
|
||||
Component elevations.
|
||||
|
||||
|
||||
|
||||
The resting elevation for a component type is consistent across apps (e.g., FAB elevation
|
||||
does not vary from 6dp in one app to 16dp in another app).
|
||||
|
||||
Components may have different resting elevations across platforms, depending on the depth
|
||||
of the environment (e.g., TV has a greater depth than mobile or desktop).
|
||||
|
||||
|
||||
|
||||
Responsive elevation and dynamic elevation offsets.
|
||||
|
||||
|
||||
|
||||
Some component types have responsive elevation, meaning they change elevation in response
|
||||
to user input (e.g., normal, focused, and pressed) or system events. These elevation
|
||||
changes are consistently implemented using dynamic elevation offsets.
|
||||
|
||||
Dynamic elevation offsets are the goal elevation that a component moves towards, relative
|
||||
to the component’s resting state. They ensure that elevation changes are consistent
|
||||
across actions and component types. For example, all components that lift on press have
|
||||
the same elevation change relative to their resting elevation.
|
||||
|
||||
Once the input event is completed or cancelled, the component will return to its resting
|
||||
elevation.
|
||||
|
||||
|
||||
|
||||
Avoiding elevation interference.
|
||||
|
||||
|
||||
|
||||
Components with responsive elevations may encounter other components as they move between
|
||||
their resting elevations and dynamic elevation offsets. Because material cannot pass
|
||||
through other material, components avoid interfering with one another any number of ways,
|
||||
whether on a per component basis or using the entire app layout.
|
||||
|
||||
On a component level, components can move or be removed before they cause interference.
|
||||
For example, a floating action button (FAB) can disappear or move off screen before a
|
||||
user picks up a card, or it can move if a snackbar appears.
|
||||
|
||||
On the layout level, design your app layout to minimize opportunities for interference.
|
||||
For example, position the FAB to one side of stream of a cards so the FAB won’t interfere
|
||||
when a user tries to pick up one of cards.
|
||||
|
||||
|
||||
"</string>
|
||||
<string name="reCaptchaActivity">reCAPTCHA</string>
|
||||
<string name="reCaptcha_title">Rintangan reCAPTCHA</string>
|
||||
|
||||
|
|
|
@ -16,16 +16,12 @@
|
|||
<string name="choose_browser">Scegli browser</string>
|
||||
<string name="screen_rotation">rotazione</string>
|
||||
<string name="settings_activity_title">Impostazioni</string>
|
||||
<string name="useExternalPlayerTitle">Usa un riproduttore video esterno</string>
|
||||
<string name="download_path_title">Cartella dei video scaricati</string>
|
||||
<string name="download_path_summary">Percorso dove memorizzare i video scaricati.</string>
|
||||
<string name="download_path_dialog_title">Inserisci il percorso per i download</string>
|
||||
<string name="autoplay_through_intent_title">Auto riproduzione attraverso internet</string>
|
||||
<string name="autoplay_through_intent_summary">Avvia automaticamente un video quando è stato chiamato da un\'altra applicazione.</string>
|
||||
<string name="default_resolution_title">Risoluzione predefinita</string>
|
||||
<string name="play_with_kodi_title">Riproduci con Kodi</string>
|
||||
<string name="kore_not_found">L\'applicazione Kore non è stata trovata. Kore è necessario per riprodurre video con Kodi media center. Vorresti installarlo?</string>
|
||||
<string name="installeKore">Installa Kore</string>
|
||||
<string name="show_play_with_kodi_title">Mostra l\'opzione \"Riproduci con Kodi\"</string>
|
||||
<string name="show_play_with_kodi_summary">Mostra un opzione per riprodurre un video attraverso Kodi media center.</string>
|
||||
<string name="play_audio">Audio</string>
|
||||
|
@ -39,8 +35,6 @@
|
|||
<string name="similar_videos_btn_text">Video simili</string>
|
||||
<string name="search_language_title">Lingua preferita per i contenuti</string>
|
||||
<string name="settings_category_video_audio_title">Video e Audio</string>
|
||||
<string name="settingsCategoryVideoInfoTittle">INFO</string>
|
||||
<string name="settingsCategoryEtcTitle">ETC</string>
|
||||
|
||||
<string name="list_thumbnail_view_description">Anteprima video</string>
|
||||
<string name="detail_thumbnail_view_description">Anteprima video</string>
|
||||
|
@ -164,143 +158,6 @@
|
|||
<string name="action_settings">Impostazioni</string>
|
||||
|
||||
<string name="title_activity_channel">ChannelActivity</string>
|
||||
<string name="large_text">"
|
||||
Material is the metaphor.
|
||||
|
||||
|
||||
|
||||
A material metaphor is the unifying theory of a rationalized space and a system of motion.
|
||||
The material is grounded in tactile reality, inspired by the study of paper and ink, yet
|
||||
technologically advanced and open to imagination and magic.
|
||||
|
||||
Surfaces and edges of the material provide visual cues that are grounded in reality. The
|
||||
use of familiar tactile attributes helps users quickly understand affordances. Yet the
|
||||
flexibility of the material creates new affordances that supercede those in the physical
|
||||
world, without breaking the rules of physics.
|
||||
|
||||
The fundamentals of light, surface, and movement are key to conveying how objects move,
|
||||
interact, and exist in space and in relation to each other. Realistic lighting shows
|
||||
seams, divides space, and indicates moving parts.
|
||||
|
||||
|
||||
|
||||
Bold, graphic, intentional.
|
||||
|
||||
|
||||
|
||||
The foundational elements of print based design typography, grids, space, scale, color,
|
||||
and use of imagery guide visual treatments. These elements do far more than please the
|
||||
eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge
|
||||
imagery, large scale typography, and intentional white space create a bold and graphic
|
||||
interface that immerse the user in the experience.
|
||||
|
||||
An emphasis on user actions makes core functionality immediately apparent and provides
|
||||
waypoints for the user.
|
||||
|
||||
|
||||
|
||||
Motion provides meaning.
|
||||
|
||||
|
||||
|
||||
Motion respects and reinforces the user as the prime mover. Primary user actions are
|
||||
inflection points that initiate motion, transforming the whole design.
|
||||
|
||||
All action takes place in a single environment. Objects are presented to the user without
|
||||
breaking the continuity of experience even as they transform and reorganize.
|
||||
|
||||
Motion is meaningful and appropriate, serving to focus attention and maintain continuity.
|
||||
Feedback is subtle yet clear. Transitions are efficient yet coherent.
|
||||
|
||||
|
||||
|
||||
3D world.
|
||||
|
||||
|
||||
|
||||
The material environment is a 3D space, which means all objects have x, y, and z
|
||||
dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the
|
||||
positive z-axis extending towards the viewer. Every sheet of material occupies a single
|
||||
position along the z-axis and has a standard 1dp thickness.
|
||||
|
||||
On the web, the z-axis is used for layering and not for perspective. The 3D world is
|
||||
emulated by manipulating the y-axis.
|
||||
|
||||
|
||||
|
||||
Light and shadow.
|
||||
|
||||
|
||||
|
||||
Within the material environment, virtual lights illuminate the scene. Key lights create
|
||||
directional shadows, while ambient light creates soft shadows from all angles.
|
||||
|
||||
Shadows in the material environment are cast by these two light sources. In Android
|
||||
development, shadows occur when light sources are blocked by sheets of material at
|
||||
various positions along the z-axis. On the web, shadows are depicted by manipulating the
|
||||
y-axis only. The following example shows the card with a height of 6dp.
|
||||
|
||||
|
||||
|
||||
Resting elevation.
|
||||
|
||||
|
||||
|
||||
All material objects, regardless of size, have a resting elevation, or default elevation
|
||||
that does not change. If an object changes elevation, it should return to its resting
|
||||
elevation as soon as possible.
|
||||
|
||||
|
||||
|
||||
Component elevations.
|
||||
|
||||
|
||||
|
||||
The resting elevation for a component type is consistent across apps (e.g., FAB elevation
|
||||
does not vary from 6dp in one app to 16dp in another app).
|
||||
|
||||
Components may have different resting elevations across platforms, depending on the depth
|
||||
of the environment (e.g., TV has a greater depth than mobile or desktop).
|
||||
|
||||
|
||||
|
||||
Responsive elevation and dynamic elevation offsets.
|
||||
|
||||
|
||||
|
||||
Some component types have responsive elevation, meaning they change elevation in response
|
||||
to user input (e.g., normal, focused, and pressed) or system events. These elevation
|
||||
changes are consistently implemented using dynamic elevation offsets.
|
||||
|
||||
Dynamic elevation offsets are the goal elevation that a component moves towards, relative
|
||||
to the component’s resting state. They ensure that elevation changes are consistent
|
||||
across actions and component types. For example, all components that lift on press have
|
||||
the same elevation change relative to their resting elevation.
|
||||
|
||||
Once the input event is completed or cancelled, the component will return to its resting
|
||||
elevation.
|
||||
|
||||
|
||||
|
||||
Avoiding elevation interference.
|
||||
|
||||
|
||||
|
||||
Components with responsive elevations may encounter other components as they move between
|
||||
their resting elevations and dynamic elevation offsets. Because material cannot pass
|
||||
through other material, components avoid interfering with one another any number of ways,
|
||||
whether on a per component basis or using the entire app layout.
|
||||
|
||||
On a component level, components can move or be removed before they cause interference.
|
||||
For example, a floating action button (FAB) can disappear or move off screen before a
|
||||
user picks up a card, or it can move if a snackbar appears.
|
||||
|
||||
On the layout level, design your app layout to minimize opportunities for interference.
|
||||
For example, position the FAB to one side of stream of a cards so the FAB won’t interfere
|
||||
when a user tries to pick up one of cards.
|
||||
|
||||
|
||||
"</string>
|
||||
<string name="reCaptchaActivity">reCAPTCHA</string>
|
||||
<string name="reCaptcha_title">Sfida reCAPTCHA</string>
|
||||
|
||||
|
|
|
@ -15,16 +15,12 @@
|
|||
<string name="choose_browser">ブラウザーを選択</string>
|
||||
<string name="screen_rotation">回転</string>
|
||||
<string name="settings_activity_title">設定</string>
|
||||
<string name="useExternalPlayerTitle">外部プレーヤーを使用する</string>
|
||||
<string name="download_path_title">動画を保存する場所</string>
|
||||
<string name="download_path_summary">動画を保存する位置</string>
|
||||
<string name="download_path_dialog_title">動画を保存する場所を入力して下さい</string>
|
||||
<string name="autoplay_through_intent_title">インテントで自動再生</string>
|
||||
<string name="autoplay_through_intent_summary">他のアプリケーションから呼び出されたとき、自動的に動画再生を開始します。</string>
|
||||
<string name="default_resolution_title">基本解像度</string>
|
||||
<string name="play_with_kodi_title">Kodi で再生</string>
|
||||
<string name="kore_not_found">Koreが見つかりません。Kore を入手しますか。</string>
|
||||
<string name="installeKore">Kore をインストール</string>
|
||||
<string name="show_play_with_kodi_title">\"Kodi で再生\" 設定を表示</string>
|
||||
<string name="show_play_with_kodi_summary">Kodi メディアセンター経由で動画を再生するための設定を表示します</string>
|
||||
<string name="play_audio">音楽</string>
|
||||
|
@ -162,143 +158,6 @@
|
|||
|
||||
<string name="app_ui_crash">アプリ/UI がクラッシュしました</string>
|
||||
<string name="info_labels">何:\\n提案:\\nコンテンツ言語:\\nサービス:\\nGMT 時間:\\nパッケージ:\\nバージョン:\\nOS バージョン:\\nグローバル IP 範囲:</string>
|
||||
<string name="large_text">"
|
||||
Material is the metaphor.
|
||||
|
||||
|
||||
|
||||
A material metaphor is the unifying theory of a rationalized space and a system of motion.
|
||||
The material is grounded in tactile reality, inspired by the study of paper and ink, yet
|
||||
technologically advanced and open to imagination and magic.
|
||||
|
||||
Surfaces and edges of the material provide visual cues that are grounded in reality. The
|
||||
use of familiar tactile attributes helps users quickly understand affordances. Yet the
|
||||
flexibility of the material creates new affordances that supercede those in the physical
|
||||
world, without breaking the rules of physics.
|
||||
|
||||
The fundamentals of light, surface, and movement are key to conveying how objects move,
|
||||
interact, and exist in space and in relation to each other. Realistic lighting shows
|
||||
seams, divides space, and indicates moving parts.
|
||||
|
||||
|
||||
|
||||
Bold, graphic, intentional.
|
||||
|
||||
|
||||
|
||||
The foundational elements of print based design typography, grids, space, scale, color,
|
||||
and use of imagery guide visual treatments. These elements do far more than please the
|
||||
eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge
|
||||
imagery, large scale typography, and intentional white space create a bold and graphic
|
||||
interface that immerse the user in the experience.
|
||||
|
||||
An emphasis on user actions makes core functionality immediately apparent and provides
|
||||
waypoints for the user.
|
||||
|
||||
|
||||
|
||||
Motion provides meaning.
|
||||
|
||||
|
||||
|
||||
Motion respects and reinforces the user as the prime mover. Primary user actions are
|
||||
inflection points that initiate motion, transforming the whole design.
|
||||
|
||||
All action takes place in a single environment. Objects are presented to the user without
|
||||
breaking the continuity of experience even as they transform and reorganize.
|
||||
|
||||
Motion is meaningful and appropriate, serving to focus attention and maintain continuity.
|
||||
Feedback is subtle yet clear. Transitions are efficient yet coherent.
|
||||
|
||||
|
||||
|
||||
3D world.
|
||||
|
||||
|
||||
|
||||
The material environment is a 3D space, which means all objects have x, y, and z
|
||||
dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the
|
||||
positive z-axis extending towards the viewer. Every sheet of material occupies a single
|
||||
position along the z-axis and has a standard 1dp thickness.
|
||||
|
||||
On the web, the z-axis is used for layering and not for perspective. The 3D world is
|
||||
emulated by manipulating the y-axis.
|
||||
|
||||
|
||||
|
||||
Light and shadow.
|
||||
|
||||
|
||||
|
||||
Within the material environment, virtual lights illuminate the scene. Key lights create
|
||||
directional shadows, while ambient light creates soft shadows from all angles.
|
||||
|
||||
Shadows in the material environment are cast by these two light sources. In Android
|
||||
development, shadows occur when light sources are blocked by sheets of material at
|
||||
various positions along the z-axis. On the web, shadows are depicted by manipulating the
|
||||
y-axis only. The following example shows the card with a height of 6dp.
|
||||
|
||||
|
||||
|
||||
Resting elevation.
|
||||
|
||||
|
||||
|
||||
All material objects, regardless of size, have a resting elevation, or default elevation
|
||||
that does not change. If an object changes elevation, it should return to its resting
|
||||
elevation as soon as possible.
|
||||
|
||||
|
||||
|
||||
Component elevations.
|
||||
|
||||
|
||||
|
||||
The resting elevation for a component type is consistent across apps (e.g., FAB elevation
|
||||
does not vary from 6dp in one app to 16dp in another app).
|
||||
|
||||
Components may have different resting elevations across platforms, depending on the depth
|
||||
of the environment (e.g., TV has a greater depth than mobile or desktop).
|
||||
|
||||
|
||||
|
||||
Responsive elevation and dynamic elevation offsets.
|
||||
|
||||
|
||||
|
||||
Some component types have responsive elevation, meaning they change elevation in response
|
||||
to user input (e.g., normal, focused, and pressed) or system events. These elevation
|
||||
changes are consistently implemented using dynamic elevation offsets.
|
||||
|
||||
Dynamic elevation offsets are the goal elevation that a component moves towards, relative
|
||||
to the component’s resting state. They ensure that elevation changes are consistent
|
||||
across actions and component types. For example, all components that lift on press have
|
||||
the same elevation change relative to their resting elevation.
|
||||
|
||||
Once the input event is completed or cancelled, the component will return to its resting
|
||||
elevation.
|
||||
|
||||
|
||||
|
||||
Avoiding elevation interference.
|
||||
|
||||
|
||||
|
||||
Components with responsive elevations may encounter other components as they move between
|
||||
their resting elevations and dynamic elevation offsets. Because material cannot pass
|
||||
through other material, components avoid interfering with one another any number of ways,
|
||||
whether on a per component basis or using the entire app layout.
|
||||
|
||||
On a component level, components can move or be removed before they cause interference.
|
||||
For example, a floating action button (FAB) can disappear or move off screen before a
|
||||
user picks up a card, or it can move if a snackbar appears.
|
||||
|
||||
On the layout level, design your app layout to minimize opportunities for interference.
|
||||
For example, position the FAB to one side of stream of a cards so the FAB won’t interfere
|
||||
when a user tries to pick up one of cards.
|
||||
|
||||
|
||||
"</string>
|
||||
<string name="reCaptchaActivity">reCAPTCHA</string>
|
||||
<string name="reCaptcha_title">reCAPTCHA の要求</string>
|
||||
|
||||
|
|
|
@ -16,16 +16,12 @@
|
|||
<string name="choose_browser">브라우저 선택</string>
|
||||
<string name="screen_rotation">회전</string>
|
||||
<string name="settings_activity_title">설정</string>
|
||||
<string name="useExternalPlayerTitle">외부 플레이어 사용</string>
|
||||
<string name="download_path_title">비디오 다운로드 위치</string>
|
||||
<string name="download_path_summary">다운로드된 비디오가 저장될 경로를 선택하세요.</string>
|
||||
<string name="download_path_dialog_title">비디오 다운로드 경로 입력</string>
|
||||
<string name="autoplay_through_intent_title">인텐트로 경유할 경우 자동 재생</string>
|
||||
<string name="autoplay_through_intent_summary">다른 앱으로부터 호출되었을 경우에 비디오를 자동으로 재생합니다.</string>
|
||||
<string name="default_resolution_title">기본 해상도</string>
|
||||
<string name="play_with_kodi_title">Kodi로 재생</string>
|
||||
<string name="kore_not_found">Kore 앱이 발견되지 않았습니다. Kore를 설치할까요?</string>
|
||||
<string name="installeKore">Kore 설치</string>
|
||||
<string name="show_play_with_kodi_title">\"Kodi로 재생\" 옵션 표시</string>
|
||||
<string name="show_play_with_kodi_summary">비디오를 Kodi media center를 사용해 재생하는 옵션을 표시합니다.</string>
|
||||
<string name="play_audio">오디오</string>
|
||||
|
@ -39,8 +35,6 @@
|
|||
<string name="similar_videos_btn_text">유사한 비디오</string>
|
||||
<string name="search_language_title">선호하는 컨텐츠 언어</string>
|
||||
<string name="settings_category_video_audio_title">비디오 & 오디오</string>
|
||||
<string name="settingsCategoryVideoInfoTittle">정보</string>
|
||||
<string name="settingsCategoryEtcTitle">기타</string>
|
||||
|
||||
<string name="list_thumbnail_view_description">비디오 미리보기 썸네일</string>
|
||||
<string name="detail_thumbnail_view_description">비디오 미리보기 썸네일</string>
|
||||
|
|
|
@ -28,7 +28,6 @@
|
|||
<string name="download_path_audio_summary">Sti å lagre nedlastet lyd i.</string>
|
||||
<string name="download_path_audio_dialog_title">Skriv inn nedlastingssti for lydfiler.</string>
|
||||
|
||||
<string name="autoplay_through_intent_summary">Automatisk avspilling av video når det blir forespurt fra et annet program.</string>
|
||||
<string name="default_resolution_title">Forvalgt oppløsning</string>
|
||||
<string name="play_with_kodi_title">Spill av med Kodi</string>
|
||||
<string name="kore_not_found">Kore-programmet ble ikke funnet. Installer Kore?</string>
|
||||
|
@ -65,7 +64,6 @@
|
|||
|
||||
<string name="err_dir_create">Kan ikke opprette nedlastingsmappe \'%1$s\'</string>
|
||||
<string name="info_dir_created">Opprettet nedlastingsmappen \'%1$s\'</string>
|
||||
<string name="autoplay_through_intent_title">Automatisk avspilling med Intent</string>
|
||||
<string name="main_bg_subtitle">Trykk for å komme i gang</string>
|
||||
<string name="autoplay_by_calling_app_title">Automatisk avspilling når forespurt av et annet program</string>
|
||||
<string name="autoplay_by_calling_app_summary">Automatisk avspilling av video når NewPipe blir forespurt av et annet program.</string>
|
||||
|
|
|
@ -16,16 +16,12 @@
|
|||
<string name="choose_browser">Kies een browser</string>
|
||||
<string name="screen_rotation">rotatie</string>
|
||||
<string name="settings_activity_title">Instellingen</string>
|
||||
<string name="useExternalPlayerTitle">Gebruik externe speler</string>
|
||||
<string name="download_path_title">Downloadlocatie voor video\'s</string>
|
||||
<string name="download_path_summary">Locatie om gedownloade video\'s in op te slaan.</string>
|
||||
<string name="download_path_dialog_title">Voer downloadlocatie in voor video\'s</string>
|
||||
<string name="autoplay_through_intent_title">Speel automatisch via Intent</string>
|
||||
<string name="autoplay_through_intent_summary">Speel een video automatisch af indien geopend vanuit een andere app.</string>
|
||||
<string name="default_resolution_title">Standaardresolutie</string>
|
||||
<string name="play_with_kodi_title">Afspelen met Kodi</string>
|
||||
<string name="kore_not_found">Kore-app niet gevonden. Kore installeren?</string>
|
||||
<string name="installeKore">Installeer Kore</string>
|
||||
<string name="show_play_with_kodi_title">Toon \"Afspelen met Kodi\"-optie</string>
|
||||
<string name="show_play_with_kodi_summary">Toont een optie om een video op een Kodi media center af te spelen.</string>
|
||||
<string name="play_audio">Audio</string>
|
||||
|
@ -157,143 +153,6 @@
|
|||
<string name="title_activity_channel">ChannelActivity</string>
|
||||
<string name="action_settings">Instellingen</string>
|
||||
|
||||
<string name="large_text">"
|
||||
Material is the metaphor.
|
||||
|
||||
|
||||
|
||||
A material metaphor is the unifying theory of a rationalized space and a system of motion.
|
||||
The material is grounded in tactile reality, inspired by the study of paper and ink, yet
|
||||
technologically advanced and open to imagination and magic.
|
||||
|
||||
Surfaces and edges of the material provide visual cues that are grounded in reality. The
|
||||
use of familiar tactile attributes helps users quickly understand affordances. Yet the
|
||||
flexibility of the material creates new affordances that supercede those in the physical
|
||||
world, without breaking the rules of physics.
|
||||
|
||||
The fundamentals of light, surface, and movement are key to conveying how objects move,
|
||||
interact, and exist in space and in relation to each other. Realistic lighting shows
|
||||
seams, divides space, and indicates moving parts.
|
||||
|
||||
|
||||
|
||||
Bold, graphic, intentional.
|
||||
|
||||
|
||||
|
||||
The foundational elements of print based design typography, grids, space, scale, color,
|
||||
and use of imagery guide visual treatments. These elements do far more than please the
|
||||
eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge
|
||||
imagery, large scale typography, and intentional white space create a bold and graphic
|
||||
interface that immerse the user in the experience.
|
||||
|
||||
An emphasis on user actions makes core functionality immediately apparent and provides
|
||||
waypoints for the user.
|
||||
|
||||
|
||||
|
||||
Motion provides meaning.
|
||||
|
||||
|
||||
|
||||
Motion respects and reinforces the user as the prime mover. Primary user actions are
|
||||
inflection points that initiate motion, transforming the whole design.
|
||||
|
||||
All action takes place in a single environment. Objects are presented to the user without
|
||||
breaking the continuity of experience even as they transform and reorganize.
|
||||
|
||||
Motion is meaningful and appropriate, serving to focus attention and maintain continuity.
|
||||
Feedback is subtle yet clear. Transitions are efficient yet coherent.
|
||||
|
||||
|
||||
|
||||
3D world.
|
||||
|
||||
|
||||
|
||||
The material environment is a 3D space, which means all objects have x, y, and z
|
||||
dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the
|
||||
positive z-axis extending towards the viewer. Every sheet of material occupies a single
|
||||
position along the z-axis and has a standard 1dp thickness.
|
||||
|
||||
On the web, the z-axis is used for layering and not for perspective. The 3D world is
|
||||
emulated by manipulating the y-axis.
|
||||
|
||||
|
||||
|
||||
Light and shadow.
|
||||
|
||||
|
||||
|
||||
Within the material environment, virtual lights illuminate the scene. Key lights create
|
||||
directional shadows, while ambient light creates soft shadows from all angles.
|
||||
|
||||
Shadows in the material environment are cast by these two light sources. In Android
|
||||
development, shadows occur when light sources are blocked by sheets of material at
|
||||
various positions along the z-axis. On the web, shadows are depicted by manipulating the
|
||||
y-axis only. The following example shows the card with a height of 6dp.
|
||||
|
||||
|
||||
|
||||
Resting elevation.
|
||||
|
||||
|
||||
|
||||
All material objects, regardless of size, have a resting elevation, or default elevation
|
||||
that does not change. If an object changes elevation, it should return to its resting
|
||||
elevation as soon as possible.
|
||||
|
||||
|
||||
|
||||
Component elevations.
|
||||
|
||||
|
||||
|
||||
The resting elevation for a component type is consistent across apps (e.g., FAB elevation
|
||||
does not vary from 6dp in one app to 16dp in another app).
|
||||
|
||||
Components may have different resting elevations across platforms, depending on the depth
|
||||
of the environment (e.g., TV has a greater depth than mobile or desktop).
|
||||
|
||||
|
||||
|
||||
Responsive elevation and dynamic elevation offsets.
|
||||
|
||||
|
||||
|
||||
Some component types have responsive elevation, meaning they change elevation in response
|
||||
to user input (e.g., normal, focused, and pressed) or system events. These elevation
|
||||
changes are consistently implemented using dynamic elevation offsets.
|
||||
|
||||
Dynamic elevation offsets are the goal elevation that a component moves towards, relative
|
||||
to the component’s resting state. They ensure that elevation changes are consistent
|
||||
across actions and component types. For example, all components that lift on press have
|
||||
the same elevation change relative to their resting elevation.
|
||||
|
||||
Once the input event is completed or cancelled, the component will return to its resting
|
||||
elevation.
|
||||
|
||||
|
||||
|
||||
Avoiding elevation interference.
|
||||
|
||||
|
||||
|
||||
Components with responsive elevations may encounter other components as they move between
|
||||
their resting elevations and dynamic elevation offsets. Because material cannot pass
|
||||
through other material, components avoid interfering with one another any number of ways,
|
||||
whether on a per component basis or using the entire app layout.
|
||||
|
||||
On a component level, components can move or be removed before they cause interference.
|
||||
For example, a floating action button (FAB) can disappear or move off screen before a
|
||||
user picks up a card, or it can move if a snackbar appears.
|
||||
|
||||
On the layout level, design your app layout to minimize opportunities for interference.
|
||||
For example, position the FAB to one side of stream of a cards so the FAB won’t interfere
|
||||
when a user tries to pick up one of cards.
|
||||
|
||||
|
||||
"</string>
|
||||
<string name="black_theme_title">Zwart</string>
|
||||
|
||||
<string name="reCaptchaActivity">reCAPTCHA</string>
|
||||
|
|
|
@ -21,12 +21,9 @@
|
|||
<string name="download_path_title">Descarga de vídeos</string>
|
||||
<string name="download_path_summary">Local para guardar os vídeos descarregados.</string>
|
||||
<string name="download_path_dialog_title">Digite o caminho para os vídeos</string>
|
||||
<string name="autoplay_through_intent_title">Reproduzir através de Intent</string>
|
||||
<string name="autoplay_through_intent_summary">Reproduzir automaticamente o vídeo se invocado por outra aplicação.</string>
|
||||
<string name="default_resolution_title">Resolução padrão</string>
|
||||
<string name="play_with_kodi_title">Reproduzir com Kodi</string>
|
||||
<string name="kore_not_found">Aplicação não encontrada. Instalar o Kore?</string>
|
||||
<string name="installeKore">Instalar o Kore</string>
|
||||
<string name="show_play_with_kodi_title">Mostrar opção \"Reproduzir com Kodi\"</string>
|
||||
<string name="show_play_with_kodi_summary">Mostra uma opção para reproduzir o vídeo com o Kodi.</string>
|
||||
<string name="play_audio">Áudio</string>
|
||||
|
@ -40,8 +37,6 @@
|
|||
<string name="similar_videos_btn_text">Vídeos similares</string>
|
||||
<string name="search_language_title">Idioma preferencial do conteúdo</string>
|
||||
<string name="settings_category_video_audio_title">Vídeo e áudio</string>
|
||||
<string name="settingsCategoryVideoInfoTittle">Informações</string>
|
||||
<string name="settingsCategoryEtcTitle">Outras</string>
|
||||
|
||||
<string name="list_thumbnail_view_description">Miniatura de vídeos</string>
|
||||
<string name="detail_thumbnail_view_description">Miniatura de vídeos</string>
|
||||
|
@ -158,143 +153,6 @@
|
|||
<string name="app_ui_crash">Aplicação encerrada</string>
|
||||
<string name="info_labels">O quê:\\nPedido:\\nIdioma do conteúdo:\\nServiço:\\nHora GMT:\\nPacote:\\nVersão:\\nVersão do SO:\\nIP global:</string>
|
||||
<string name="title_activity_channel">Atividade do canal</string>
|
||||
<string name="large_text">"
|
||||
Material is the metaphor.
|
||||
|
||||
|
||||
|
||||
A material metaphor is the unifying theory of a rationalized space and a system of motion.
|
||||
The material is grounded in tactile reality, inspired by the study of paper and ink, yet
|
||||
technologically advanced and open to imagination and magic.
|
||||
|
||||
Surfaces and edges of the material provide visual cues that are grounded in reality. The
|
||||
use of familiar tactile attributes helps users quickly understand affordances. Yet the
|
||||
flexibility of the material creates new affordances that supercede those in the physical
|
||||
world, without breaking the rules of physics.
|
||||
|
||||
The fundamentals of light, surface, and movement are key to conveying how objects move,
|
||||
interact, and exist in space and in relation to each other. Realistic lighting shows
|
||||
seams, divides space, and indicates moving parts.
|
||||
|
||||
|
||||
|
||||
Bold, graphic, intentional.
|
||||
|
||||
|
||||
|
||||
The foundational elements of print based design typography, grids, space, scale, color,
|
||||
and use of imagery guide visual treatments. These elements do far more than please the
|
||||
eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge
|
||||
imagery, large scale typography, and intentional white space create a bold and graphic
|
||||
interface that immerse the user in the experience.
|
||||
|
||||
An emphasis on user actions makes core functionality immediately apparent and provides
|
||||
waypoints for the user.
|
||||
|
||||
|
||||
|
||||
Motion provides meaning.
|
||||
|
||||
|
||||
|
||||
Motion respects and reinforces the user as the prime mover. Primary user actions are
|
||||
inflection points that initiate motion, transforming the whole design.
|
||||
|
||||
All action takes place in a single environment. Objects are presented to the user without
|
||||
breaking the continuity of experience even as they transform and reorganize.
|
||||
|
||||
Motion is meaningful and appropriate, serving to focus attention and maintain continuity.
|
||||
Feedback is subtle yet clear. Transitions are efficient yet coherent.
|
||||
|
||||
|
||||
|
||||
3D world.
|
||||
|
||||
|
||||
|
||||
The material environment is a 3D space, which means all objects have x, y, and z
|
||||
dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the
|
||||
positive z-axis extending towards the viewer. Every sheet of material occupies a single
|
||||
position along the z-axis and has a standard 1dp thickness.
|
||||
|
||||
On the web, the z-axis is used for layering and not for perspective. The 3D world is
|
||||
emulated by manipulating the y-axis.
|
||||
|
||||
|
||||
|
||||
Light and shadow.
|
||||
|
||||
|
||||
|
||||
Within the material environment, virtual lights illuminate the scene. Key lights create
|
||||
directional shadows, while ambient light creates soft shadows from all angles.
|
||||
|
||||
Shadows in the material environment are cast by these two light sources. In Android
|
||||
development, shadows occur when light sources are blocked by sheets of material at
|
||||
various positions along the z-axis. On the web, shadows are depicted by manipulating the
|
||||
y-axis only. The following example shows the card with a height of 6dp.
|
||||
|
||||
|
||||
|
||||
Resting elevation.
|
||||
|
||||
|
||||
|
||||
All material objects, regardless of size, have a resting elevation, or default elevation
|
||||
that does not change. If an object changes elevation, it should return to its resting
|
||||
elevation as soon as possible.
|
||||
|
||||
|
||||
|
||||
Component elevations.
|
||||
|
||||
|
||||
|
||||
The resting elevation for a component type is consistent across apps (e.g., FAB elevation
|
||||
does not vary from 6dp in one app to 16dp in another app).
|
||||
|
||||
Components may have different resting elevations across platforms, depending on the depth
|
||||
of the environment (e.g., TV has a greater depth than mobile or desktop).
|
||||
|
||||
|
||||
|
||||
Responsive elevation and dynamic elevation offsets.
|
||||
|
||||
|
||||
|
||||
Some component types have responsive elevation, meaning they change elevation in response
|
||||
to user input (e.g., normal, focused, and pressed) or system events. These elevation
|
||||
changes are consistently implemented using dynamic elevation offsets.
|
||||
|
||||
Dynamic elevation offsets are the goal elevation that a component moves towards, relative
|
||||
to the component’s resting state. They ensure that elevation changes are consistent
|
||||
across actions and component types. For example, all components that lift on press have
|
||||
the same elevation change relative to their resting elevation.
|
||||
|
||||
Once the input event is completed or cancelled, the component will return to its resting
|
||||
elevation.
|
||||
|
||||
|
||||
|
||||
Avoiding elevation interference.
|
||||
|
||||
|
||||
|
||||
Components with responsive elevations may encounter other components as they move between
|
||||
their resting elevations and dynamic elevation offsets. Because material cannot pass
|
||||
through other material, components avoid interfering with one another any number of ways,
|
||||
whether on a per component basis or using the entire app layout.
|
||||
|
||||
On a component level, components can move or be removed before they cause interference.
|
||||
For example, a floating action button (FAB) can disappear or move off screen before a
|
||||
user picks up a card, or it can move if a snackbar appears.
|
||||
|
||||
On the layout level, design your app layout to minimize opportunities for interference.
|
||||
For example, position the FAB to one side of stream of a cards so the FAB won’t interfere
|
||||
when a user tries to pick up one of cards.
|
||||
|
||||
|
||||
"</string>
|
||||
<string name="open_in_popup_mode">Abrir no modo “popup“</string>
|
||||
<string name="black_theme_title">Preto</string>
|
||||
|
||||
|
|
|
@ -28,8 +28,6 @@
|
|||
<string name="download_path_audio_summary">Locul în care se vor stoca fișierele audio descărcate</string>
|
||||
<string name="download_path_audio_dialog_title">Introduceți calea de descărcare pentru fișierele audio.</string>
|
||||
|
||||
<string name="autoplay_through_intent_title">Redare automată intenționată</string>
|
||||
<string name="autoplay_through_intent_summary">Redați automat un videoclip atunci când este chemat din altă aplicație.</string>
|
||||
<string name="default_resolution_title">Rezoluție implicită</string>
|
||||
<string name="play_with_kodi_title">Redați folosind Kodi</string>
|
||||
<string name="kore_not_found">Aplicația Kore nu a fost găsită. Instalați Kore?</string>
|
||||
|
|
|
@ -16,16 +16,12 @@
|
|||
<string name="choose_browser">Выбрать браузер</string>
|
||||
<string name="screen_rotation">поворот</string>
|
||||
<string name="settings_activity_title">Настройки</string>
|
||||
<string name="useExternalPlayerTitle">Использовать внешний проигрыватель</string>
|
||||
<string name="download_path_title">Место для загрузок</string>
|
||||
<string name="download_path_summary">Папка для хранения загруженных видео</string>
|
||||
<string name="download_path_dialog_title">Введите путь к папке для загрузки видео</string>
|
||||
<string name="autoplay_through_intent_title">Автопроигрывание через интернет</string>
|
||||
<string name="autoplay_through_intent_summary">Автоматически воспроизводить видео, открытое через другое приложение</string>
|
||||
<string name="default_resolution_title">Разрешение по-умолчанию</string>
|
||||
<string name="play_with_kodi_title">Воспроизвести с помощью Kodi</string>
|
||||
<string name="kore_not_found">Приложение Kore не наидено. Установить Kore?</string>
|
||||
<string name="installeKore">Установить Kore</string>
|
||||
<string name="show_play_with_kodi_title">Показывать опцию \"Воспроизвести с помощью Kodi\"</string>
|
||||
<string name="show_play_with_kodi_summary">Показать опцию воспроизведения видео через Kodi media center</string>
|
||||
<string name="play_audio">Аудио</string>
|
||||
|
|
|
@ -29,8 +29,6 @@
|
|||
<string name="download_path_audio_dialog_title">Vložte cestu kam sa budú ukladať zvukové súbory.</string>
|
||||
|
||||
<string name="download_path_audio_summary">Cesta kam sa bude ukladať prevzaté audio</string>
|
||||
<string name="autoplay_through_intent_title">Automatické prehrávanie na vyžiadanie</string>
|
||||
<string name="autoplay_through_intent_summary">Automatický prehrá video na žiadosť z inej aplikácie.</string>
|
||||
<string name="default_resolution_title">Štandardné rozlíšenie</string>
|
||||
<string name="play_with_kodi_title">Prehrať cez Kodi</string>
|
||||
<string name="kore_not_found">Aplikácia Kore nenajdená. Inštalovať Kore?</string>
|
||||
|
@ -155,143 +153,6 @@
|
|||
<string name="title_activity_channel">Aktivita kanálov</string>
|
||||
<string name="action_settings">Nastavenia</string>
|
||||
|
||||
<string name="large_text">"
|
||||
Materiál je metaforou.
|
||||
|
||||
|
||||
|
||||
Materiál metafora je zjednocujúci teórie racionálne priestoru a systém pohybu.
|
||||
Materiál je zakotvená v taktilné skutočnosti, inšpirované štúdiom papiera a atramentu, ale napriek tomu
|
||||
technologicky pokročilé a otvorené fantáziu a mágiu.
|
||||
|
||||
Povrchy a hrany materiálu poskytujú vizuálnu pokyny, ktoré sú zakotvené v realite.
|
||||
Použitie známych hmatových vlastností, pomáha používateľom rýchlo pochopiť affordances. napriek tomu
|
||||
Pružnosť materiálu vytvára nové affordances že nadradené tie fyzické
|
||||
svet bez toho, aby porušenie pravidiel fyziky.
|
||||
|
||||
Základy svetla, povrchu a pohyb sú kľúčom k dopravovanie, ako sa objekty pohybovať,
|
||||
komunikovať, a existujú v priestore a vo vzťahu k sebe navzájom. Realistické svetelné šou
|
||||
švy, rozdeľuje priestor, a indikuje pohyblivých častí.
|
||||
|
||||
|
||||
|
||||
Bold, kreslený, úmyselné.
|
||||
|
||||
|
||||
|
||||
Foundational prvky tlače na dizajn typografie, rošty, priestor, mierka, farby,
|
||||
a používanie metafor riadiť vizuálne procedúry. Tieto prvky robiť oveľa viac, než potešiť
|
||||
oko. Vytvárajú hierarchie, zmysel a zameranie. výber farieb úmyselné, od okraja k okraju
|
||||
snímok, rozsiahle typografie a úmyselné biely priestor vytvoriť tučný a grafický
|
||||
rozhranie, ktoré ponorí užívateľov v zážitku.
|
||||
|
||||
Dôraz na užívateľských akcií činí základné funkcie okamžite zrejmé a poskytuje
|
||||
waypointy pre užívateľov.
|
||||
|
||||
|
||||
|
||||
Motion poskytuje význam.
|
||||
|
||||
|
||||
|
||||
Návrh rešpektuje a posilňuje užívateľa ako hnacia sila. Primárne akcie užívateľa sú
|
||||
inflexné body, ktoré iniciujú pohyb, transformáciu celej konštrukcie.
|
||||
|
||||
Celá akcia prebieha v jedinom prostredí. Objekty sú prezentované užívateľovi bez toho,
|
||||
prelomenie kontinuity skúseností, aj keď ich transformáciu a reorganizáciu.
|
||||
|
||||
Pohyb je zmysluplné a vhodné, slúžiace sústrediť pozornosť a zachovanie kontinuity.
|
||||
Spätná väzba je jemné, ale napriek tomu jasné. Prechody sú ef fi točné ešte koherentné.
|
||||
|
||||
|
||||
|
||||
3D svet.
|
||||
|
||||
|
||||
|
||||
Materiál prostredie je 3D priestore, čo znamená, že všetky objekty majú X, Y, a Z
|
||||
rozmery. Os je kolmo zarovnaný k rovine zobrazenie, s
|
||||
kladná os rozširuje smerom k divákovi. Každý list materiálu, umiestnené v jednom
|
||||
poloha pozdĺž osi a má štandardnú hrúbku 1DP.
|
||||
|
||||
Na webe, os sa používa pre vrstvenie a nie pre perspektívy. 3D svet
|
||||
emuloval tým, že manipuluje os y.
|
||||
|
||||
|
||||
|
||||
Svetlo a tieň.
|
||||
|
||||
|
||||
|
||||
V hmotnom prostredí, virtuálne svetlá osvetľujú scénu. Kľúčové svetla vytvárajú
|
||||
smerové tiene, zatiaľ čo okolité svetlo vytvára mäkké tiene zo všetkých strán.
|
||||
|
||||
Tiene v hmotnom prostredí sú obsadené týmito dvoma svetelnými zdrojmi. v Android
|
||||
vývoj, dochádza tiene, keď sú svetelné zdroje blokované plechového materiálu, na
|
||||
Rôzne pozície pozdĺž osi. Na webe tiene sú znázornené manipuláciou
|
||||
Iba os y. Nasledujúci príklad ukazuje kartu s výškou 6dp.
|
||||
|
||||
|
||||
|
||||
Odpočíva nadmorskú výšku.
|
||||
|
||||
|
||||
|
||||
Všetky významné objekty, bez ohľadu na ich veľkosť, majú výšku odpočíva, alebo predvolené výšku
|
||||
to nič nemení. V prípade, že objekt sa mení výšku, mal by sa vrátiť do svojej pokojovej
|
||||
nadmorskej výšky čo najskôr.
|
||||
|
||||
|
||||
|
||||
Component výškach.
|
||||
|
||||
|
||||
|
||||
Pokojová nadmorská výška pre typ komponentu je konzistentné naprieč aplikáciami (napr FAB elevácie
|
||||
nelíši od 6dp v jednej aplikácii na 16dp v inej aplikácii).
|
||||
|
||||
Zložky môžu mať rôzne pokojovej výšky medzi platformami, v závislosti od hĺbky
|
||||
životného prostredia (napr televízor má väčšiu hĺbku, ako mobilný telefón alebo plochy).
|
||||
|
||||
|
||||
|
||||
Citlivé nadmorská výška a dynamické elevácie offsety.
|
||||
|
||||
|
||||
|
||||
Niektoré typy komponentov majú citlivejší výšku, čo znamená, že meniť výšku v odozve
|
||||
na vstup používateľa (napríklad normálny priebeh, sa zameral, a lisované), alebo systémové udalosti. tieto elevácie
|
||||
Zmeny sa vykonávali dôsledne používať dynamické výškové posuny.
|
||||
|
||||
Dynamické výškové posuny sú cieľom nadmorská výška, ktorá zložka sa pohybuje smerom, relatívna
|
||||
do pokojového stavu súčasti. Zaisťujú, že zmeny elevácie sú v súlade
|
||||
naprieč akcií a typov komponentov. Napríklad všetky súčasti, ktoré vlek na lise majú
|
||||
rovnaká zmena prevýšenie vo vzťahu k ich prevýšenie odpočinku.
|
||||
|
||||
Akonáhle je vstupná udalosť dokončenie alebo zrušená, bude zložka vráti do svojej pokojovej
|
||||
nadmorská výška.
|
||||
|
||||
|
||||
|
||||
Vyhnúť sa rušenie elevácie.
|
||||
|
||||
|
||||
|
||||
Zložky s citlivými nadmorských výškach môže stretnúť s ďalšími komponentmi, ako sa pohybovať medzi
|
||||
ich odpočinku vyvýšeniny a dynamické výškové odsadenie. Vzhľadom k tomu, materiál nemôže prejsť
|
||||
prostredníctvom iného materiálu, komponenty nenarušovať spolu navzájom nejakom množstvo ciest,
|
||||
či už na úrovni jednotlivých komponentov alebo s použitím kompletné rozloženie aplikácie.
|
||||
|
||||
Na úrovni komponentov môžu zložky presunúť alebo odstrániť skôr, než spôsobia rušenie.
|
||||
Napríklad tlačidlo plávajúce akcie (FAB) môžu zmiznúť alebo presunúť mimo obrazovku pred
|
||||
Užívateľ zdvihne kartu, alebo sa môže pohybovať, ak sa objaví snackbar.
|
||||
|
||||
Na úrovni Usporiadanie, riešenie rozvrhnutie aplikácie, aby sa minimalizovalo príležitostí k rušeniu.
|
||||
Napríklad, umiestnenie FAB na jednej strane prúdu niekoľkých kariet, takže FAB nebude zasahovať
|
||||
ak sa užívateľ pokúsi vyzdvihnúť jednu z kariet.
|
||||
|
||||
|
||||
"</string>
|
||||
<string name="reCaptchaActivity">reCAPTCHA</string>
|
||||
<string name="reCaptcha_title">Výzva reCAPTCHA</string>
|
||||
|
||||
|
|
|
@ -24,7 +24,6 @@
|
|||
<string name="default_resolution_title">Privzeta ločljivost</string>
|
||||
<string name="play_with_kodi_title">Predvajaj s Kodi</string>
|
||||
<string name="kore_not_found">Programa Kore ni mogoče najti. Ali želite program namestiti?</string>
|
||||
<string name="installeKore">Namesti program Kore</string>
|
||||
<string name="show_play_with_kodi_title">Pokaži možnost \"Predvajaj s Kodi\"</string>
|
||||
<string name="default_audio_format_title">Privzet zapis zvoka</string>
|
||||
<string name="play_audio">Zvok</string>
|
||||
|
@ -40,10 +39,7 @@
|
|||
<string name="list_thumbnail_view_description">Sličica predogleda videa</string>
|
||||
<string name="detail_thumbnail_view_description">Sličica predogleda videa</string>
|
||||
<string name="detail_uploader_thumbnail_view_description">Sličica pošiljalnika</string>
|
||||
<string name="autoplay_through_intent_title">Samodejno predvajanje prek vmesnika Intent</string>
|
||||
<string name="autoplay_through_intent_summary">Začne samodejno predvajanje videa, ko je zagnan prek drugega programa.</string>
|
||||
<string name="show_play_with_kodi_summary">Pokaže možnost predvajanja videa preko predstavnega središča Kodi.</string>
|
||||
<string name="settingsCategoryEtcTitle">Drugo</string>
|
||||
|
||||
<string name="detail_likes_img_view_description">Všeč mi je</string>
|
||||
<string name="detail_dislikes_img_view_description">Ni mi všeč</string>
|
||||
|
|
|
@ -16,16 +16,12 @@
|
|||
<string name="choose_browser">Отвори помоћу</string>
|
||||
<string name="screen_rotation">ротација</string>
|
||||
<string name="settings_activity_title">Поставке</string>
|
||||
<string name="useExternalPlayerTitle">Користи спољашњи плејер</string>
|
||||
<string name="download_path_title">Одредиште преузимања за видео</string>
|
||||
<string name="download_path_summary">Путања за упис преузетих видеа.</string>
|
||||
<string name="download_path_dialog_title">Унесите путању за преузимање видеа</string>
|
||||
<string name="autoplay_through_intent_title">Аутопуштање преко интента</string>
|
||||
<string name="autoplay_through_intent_summary">Аутоматско пуштање видеа по позиву из друге апликације.</string>
|
||||
<string name="default_resolution_title">Подразумевана резолуција</string>
|
||||
<string name="play_with_kodi_title">Пусти помоћу Кодија</string>
|
||||
<string name="kore_not_found">Апликација Кор (Kore) није нађена. Инсталирати Кор?</string>
|
||||
<string name="installeKore">Инсталирај Кор</string>
|
||||
<string name="show_play_with_kodi_title">Прикажи „Пусти помоћу Кодија“</string>
|
||||
<string name="show_play_with_kodi_summary">Приказ опције за пуштање видеа у Коди медија центру.</string>
|
||||
<string name="play_audio">Аудио</string>
|
||||
|
@ -164,143 +160,6 @@
|
|||
<string name="title_activity_channel">Активност канала</string>
|
||||
<string name="action_settings">Поставке</string>
|
||||
|
||||
<string name="large_text">"
|
||||
Material is the metaphor.
|
||||
|
||||
|
||||
|
||||
A material metaphor is the unifying theory of a rationalized space and a system of motion.
|
||||
The material is grounded in tactile reality, inspired by the study of paper and ink, yet
|
||||
technologically advanced and open to imagination and magic.
|
||||
|
||||
Surfaces and edges of the material provide visual cues that are grounded in reality. The
|
||||
use of familiar tactile attributes helps users quickly understand affordances. Yet the
|
||||
flexibility of the material creates new affordances that supercede those in the physical
|
||||
world, without breaking the rules of physics.
|
||||
|
||||
The fundamentals of light, surface, and movement are key to conveying how objects move,
|
||||
interact, and exist in space and in relation to each other. Realistic lighting shows
|
||||
seams, divides space, and indicates moving parts.
|
||||
|
||||
|
||||
|
||||
Bold, graphic, intentional.
|
||||
|
||||
|
||||
|
||||
The foundational elements of print based design typography, grids, space, scale, color,
|
||||
and use of imagery guide visual treatments. These elements do far more than please the
|
||||
eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge
|
||||
imagery, large scale typography, and intentional white space create a bold and graphic
|
||||
interface that immerse the user in the experience.
|
||||
|
||||
An emphasis on user actions makes core functionality immediately apparent and provides
|
||||
waypoints for the user.
|
||||
|
||||
|
||||
|
||||
Motion provides meaning.
|
||||
|
||||
|
||||
|
||||
Motion respects and reinforces the user as the prime mover. Primary user actions are
|
||||
inflection points that initiate motion, transforming the whole design.
|
||||
|
||||
All action takes place in a single environment. Objects are presented to the user without
|
||||
breaking the continuity of experience even as they transform and reorganize.
|
||||
|
||||
Motion is meaningful and appropriate, serving to focus attention and maintain continuity.
|
||||
Feedback is subtle yet clear. Transitions are efficient yet coherent.
|
||||
|
||||
|
||||
|
||||
3D world.
|
||||
|
||||
|
||||
|
||||
The material environment is a 3D space, which means all objects have x, y, and z
|
||||
dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the
|
||||
positive z-axis extending towards the viewer. Every sheet of material occupies a single
|
||||
position along the z-axis and has a standard 1dp thickness.
|
||||
|
||||
On the web, the z-axis is used for layering and not for perspective. The 3D world is
|
||||
emulated by manipulating the y-axis.
|
||||
|
||||
|
||||
|
||||
Light and shadow.
|
||||
|
||||
|
||||
|
||||
Within the material environment, virtual lights illuminate the scene. Key lights create
|
||||
directional shadows, while ambient light creates soft shadows from all angles.
|
||||
|
||||
Shadows in the material environment are cast by these two light sources. In Android
|
||||
development, shadows occur when light sources are blocked by sheets of material at
|
||||
various positions along the z-axis. On the web, shadows are depicted by manipulating the
|
||||
y-axis only. The following example shows the card with a height of 6dp.
|
||||
|
||||
|
||||
|
||||
Resting elevation.
|
||||
|
||||
|
||||
|
||||
All material objects, regardless of size, have a resting elevation, or default elevation
|
||||
that does not change. If an object changes elevation, it should return to its resting
|
||||
elevation as soon as possible.
|
||||
|
||||
|
||||
|
||||
Component elevations.
|
||||
|
||||
|
||||
|
||||
The resting elevation for a component type is consistent across apps (e.g., FAB elevation
|
||||
does not vary from 6dp in one app to 16dp in another app).
|
||||
|
||||
Components may have different resting elevations across platforms, depending on the depth
|
||||
of the environment (e.g., TV has a greater depth than mobile or desktop).
|
||||
|
||||
|
||||
|
||||
Responsive elevation and dynamic elevation offsets.
|
||||
|
||||
|
||||
|
||||
Some component types have responsive elevation, meaning they change elevation in response
|
||||
to user input (e.g., normal, focused, and pressed) or system events. These elevation
|
||||
changes are consistently implemented using dynamic elevation offsets.
|
||||
|
||||
Dynamic elevation offsets are the goal elevation that a component moves towards, relative
|
||||
to the component’s resting state. They ensure that elevation changes are consistent
|
||||
across actions and component types. For example, all components that lift on press have
|
||||
the same elevation change relative to their resting elevation.
|
||||
|
||||
Once the input event is completed or cancelled, the component will return to its resting
|
||||
elevation.
|
||||
|
||||
|
||||
|
||||
Avoiding elevation interference.
|
||||
|
||||
|
||||
|
||||
Components with responsive elevations may encounter other components as they move between
|
||||
their resting elevations and dynamic elevation offsets. Because material cannot pass
|
||||
through other material, components avoid interfering with one another any number of ways,
|
||||
whether on a per component basis or using the entire app layout.
|
||||
|
||||
On a component level, components can move or be removed before they cause interference.
|
||||
For example, a floating action button (FAB) can disappear or move off screen before a
|
||||
user picks up a card, or it can move if a snackbar appears.
|
||||
|
||||
On the layout level, design your app layout to minimize opportunities for interference.
|
||||
For example, position the FAB to one side of stream of a cards so the FAB won’t interfere
|
||||
when a user tries to pick up one of cards.
|
||||
|
||||
|
||||
"</string>
|
||||
<string name="reCaptchaActivity">Стопка</string>
|
||||
<string name="reCaptcha_title">reCAPTCHA стопка</string>
|
||||
|
||||
|
|
|
@ -143,7 +143,6 @@
|
|||
<string name="no_available_dir">Lütfen bir kullanılabilir indirme dizini seçin.</string>
|
||||
|
||||
<string name="title_activity_channel"/>
|
||||
<string name="large_text"/>
|
||||
<string name="action_settings">Ayarlar</string>
|
||||
|
||||
<string name="could_not_setup_download_menu">İndirme menüsü kurulamıyor.</string>
|
||||
|
|
|
@ -23,8 +23,6 @@
|
|||
<string name="download_path_title">视频下载路径</string>
|
||||
<string name="download_path_summary">存放已下载视频的路径。</string>
|
||||
<string name="download_path_dialog_title">输入视频的下载路径</string>
|
||||
<string name="autoplay_through_intent_title">刻意自动播放</string>
|
||||
<string name="autoplay_through_intent_summary">当另一个程式发出要求时自动播放视频。</string>
|
||||
<string name="default_resolution_title">默认分辨率</string>
|
||||
<string name="play_with_kodi_title">用 Kodi 播放</string>
|
||||
<string name="kore_not_found">找不到 Kore 应用程式,您要安装 Kore 吗?</string>
|
||||
|
|
|
@ -18,8 +18,6 @@
|
|||
<string name="download_path_title">影片下載路徑</string>
|
||||
<string name="download_path_summary">存放已下載影片的路徑。</string>
|
||||
<string name="download_path_dialog_title">輸入影片的下載路徑</string>
|
||||
<string name="autoplay_through_intent_title">刻意自動播放</string>
|
||||
<string name="autoplay_through_intent_summary">當另一個程式發出要求時自動播放影片。</string>
|
||||
<string name="default_resolution_title">預設解析度</string>
|
||||
<string name="play_with_kodi_title">用 Kodi 播放</string>
|
||||
<string name="kore_not_found">找不到 Kore 應用程式,您要安裝 Kore 嗎?</string>
|
||||
|
|
|
@ -22,8 +22,6 @@
|
|||
<string name="download_path_title">影片下載路徑</string>
|
||||
<string name="download_path_summary">存放已下載影片的路徑。</string>
|
||||
<string name="download_path_dialog_title">輸入影片的下載路徑</string>
|
||||
<string name="autoplay_through_intent_title">刻意自動播放</string>
|
||||
<string name="autoplay_through_intent_summary">當另一個程式發出要求時自動播放影片。</string>
|
||||
<string name="default_resolution_title">預設解析度</string>
|
||||
<string name="play_with_kodi_title">用 Kodi 播放</string>
|
||||
<string name="show_play_with_kodi_summary">顯示以 Kodi 媒體中心播放影片的選項。</string>
|
||||
|
|
|
@ -197,95 +197,6 @@
|
|||
<string name="md5" translatable="false">MD5</string>
|
||||
<string name="sha1" translatable="false">SHA1</string>
|
||||
<string name="title_activity_channel">ChannelActivity</string>
|
||||
<string name="large_text" translatable="false">
|
||||
"Material is the metaphor.\n\n"
|
||||
|
||||
"A material metaphor is the unifying theory of a rationalized space and a system of motion."
|
||||
"The material is grounded in tactile reality, inspired by the study of paper and ink, yet "
|
||||
"technologically advanced and open to imagination and magic.\n"
|
||||
"Surfaces and edges of the material provide visual cues that are grounded in reality. The "
|
||||
"use of familiar tactile attributes helps users quickly understand affordances. Yet the "
|
||||
"flexibility of the material creates new affordances that supercede those in the physical "
|
||||
"world, without breaking the rules of physics.\n"
|
||||
"The fundamentals of light, surface, and movement are key to conveying how objects move, "
|
||||
"interact, and exist in space and in relation to each other. Realistic lighting shows "
|
||||
"seams, divides space, and indicates moving parts.\n\n"
|
||||
|
||||
"Bold, graphic, intentional.\n\n"
|
||||
|
||||
"The foundational elements of print based design typography, grids, space, scale, color, "
|
||||
"and use of imagery guide visual treatments. These elements do far more than please the "
|
||||
"eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge "
|
||||
"imagery, large scale typography, and intentional white space create a bold and graphic "
|
||||
"interface that immerse the user in the experience.\n"
|
||||
"An emphasis on user actions makes core functionality immediately apparent and provides "
|
||||
"waypoints for the user.\n\n"
|
||||
|
||||
"Motion provides meaning.\n\n"
|
||||
|
||||
"Motion respects and reinforces the user as the prime mover. Primary user actions are "
|
||||
"inflection points that initiate motion, transforming the whole design.\n"
|
||||
"All action takes place in a single environment. Objects are presented to the user without "
|
||||
"breaking the continuity of experience even as they transform and reorganize.\n"
|
||||
"Motion is meaningful and appropriate, serving to focus attention and maintain continuity. "
|
||||
"Feedback is subtle yet clear. Transitions are efficient yet coherent.\n\n"
|
||||
|
||||
"3D world.\n\n"
|
||||
|
||||
"The material environment is a 3D space, which means all objects have x, y, and z "
|
||||
"dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the "
|
||||
"positive z-axis extending towards the viewer. Every sheet of material occupies a single "
|
||||
"position along the z-axis and has a standard 1dp thickness.\n"
|
||||
"On the web, the z-axis is used for layering and not for perspective. The 3D world is "
|
||||
"emulated by manipulating the y-axis.\n\n"
|
||||
|
||||
"Light and shadow.\n\n"
|
||||
|
||||
"Within the material environment, virtual lights illuminate the scene. Key lights create "
|
||||
"directional shadows, while ambient light creates soft shadows from all angles.\n"
|
||||
"Shadows in the material environment are cast by these two light sources. In Android "
|
||||
"development, shadows occur when light sources are blocked by sheets of material at "
|
||||
"various positions along the z-axis. On the web, shadows are depicted by manipulating the "
|
||||
"y-axis only. The following example shows the card with a height of 6dp.\n\n"
|
||||
|
||||
"Resting elevation.\n\n"
|
||||
|
||||
"All material objects, regardless of size, have a resting elevation, or default elevation "
|
||||
"that does not change. If an object changes elevation, it should return to its resting "
|
||||
"elevation as soon as possible.\n\n"
|
||||
|
||||
"Component elevations.\n\n"
|
||||
|
||||
"The resting elevation for a component type is consistent across apps (e.g., FAB elevation "
|
||||
"does not vary from 6dp in one app to 16dp in another app).\n"
|
||||
"Components may have different resting elevations across platforms, depending on the depth "
|
||||
"of the environment (e.g., TV has a greater depth than mobile or desktop).\n\n"
|
||||
|
||||
"Responsive elevation and dynamic elevation offsets.\n\n"
|
||||
|
||||
"Some component types have responsive elevation, meaning they change elevation in response "
|
||||
"to user input (e.g., normal, focused, and pressed) or system events. These elevation "
|
||||
"changes are consistently implemented using dynamic elevation offsets.\n"
|
||||
"Dynamic elevation offsets are the goal elevation that a component moves towards, relative "
|
||||
"to the component’s resting state. They ensure that elevation changes are consistent "
|
||||
"across actions and component types. For example, all components that lift on press have "
|
||||
"the same elevation change relative to their resting elevation.\n"
|
||||
"Once the input event is completed or cancelled, the component will return to its resting "
|
||||
"elevation.\n\n"
|
||||
|
||||
"Avoiding elevation interference.\n\n"
|
||||
|
||||
"Components with responsive elevations may encounter other components as they move between "
|
||||
"their resting elevations and dynamic elevation offsets. Because material cannot pass "
|
||||
"through other material, components avoid interfering with one another any number of ways, "
|
||||
"whether on a per component basis or using the entire app layout.\n"
|
||||
"On a component level, components can move or be removed before they cause interference. "
|
||||
"For example, a floating action button (FAB) can disappear or move off screen before a "
|
||||
"user picks up a card, or it can move if a snackbar appears.\n"
|
||||
"On the layout level, design your app layout to minimize opportunities for interference. "
|
||||
"For example, position the FAB to one side of stream of a cards so the FAB won’t interfere "
|
||||
"when a user tries to pick up one of cards.\n\n"
|
||||
</string>
|
||||
<string name="action_settings">Settings</string>
|
||||
<string name="reCaptchaActivity">reCAPTCHA</string>
|
||||
<string name="reCaptcha_title">reCAPTCHA Challenge</string>
|
||||
|
|
|
@ -7,13 +7,6 @@
|
|||
<item name="android:windowBackground">@android:color/black</item>
|
||||
</style>
|
||||
|
||||
<style name="ExoPlayerButton">
|
||||
<item name="android:layout_width">wrap_content</item>
|
||||
<item name="android:layout_height">wrap_content</item>
|
||||
<item name="android:minWidth">40dp</item>
|
||||
</style>
|
||||
|
||||
|
||||
<!-- Base application theme. -->
|
||||
<style name="AppTheme" parent="Theme.AppCompat.Light">
|
||||
<item name="android:actionBarStyle">@style/NewPipeActionbarTheme</item>
|
||||
|
|
Loading…
Reference in New Issue