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3 | 3 | <string name="title_home">Home</string> |
4 | 4 | <string name="title_tracks">Tracks</string> |
5 | 5 | <string name="title_cars">Cars</string> |
6 | | - <string name="hello_blank_fragment">Hello blank fragment</string> |
7 | 6 | <string name="title_activity_track_info">Track Info</string> |
8 | | - <string name="large_text"> |
9 | | - "Material is the metaphor.\n\n" |
10 | | - |
11 | | - "A material metaphor is the unifying theory of a rationalized space and a system of motion." |
12 | | - "The material is grounded in tactile reality, inspired by the study of paper and ink, yet " |
13 | | - "technologically advanced and open to imagination and magic.\n" |
14 | | - "Surfaces and edges of the material provide visual cues that are grounded in reality. The " |
15 | | - "use of familiar tactile attributes helps users quickly understand affordances. Yet the " |
16 | | - "flexibility of the material creates new affordances that supercede those in the physical " |
17 | | - "world, without breaking the rules of physics.\n" |
18 | | - "The fundamentals of light, surface, and movement are key to conveying how objects move, " |
19 | | - "interact, and exist in space and in relation to each other. Realistic lighting shows " |
20 | | - "seams, divides space, and indicates moving parts.\n\n" |
21 | | - |
22 | | - "Bold, graphic, intentional.\n\n" |
23 | | - |
24 | | - "The foundational elements of print based design typography, grids, space, scale, color, " |
25 | | - "and use of imagery guide visual treatments. These elements do far more than please the " |
26 | | - "eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge " |
27 | | - "imagery, large scale typography, and intentional white space create a bold and graphic " |
28 | | - "interface that immerse the user in the experience.\n" |
29 | | - "An emphasis on user actions makes core functionality immediately apparent and provides " |
30 | | - "waypoints for the user.\n\n" |
31 | | - |
32 | | - "Motion provides meaning.\n\n" |
33 | | - |
34 | | - "Motion respects and reinforces the user as the prime mover. Primary user actions are " |
35 | | - "inflection points that initiate motion, transforming the whole design.\n" |
36 | | - "All action takes place in a single environment. Objects are presented to the user without " |
37 | | - "breaking the continuity of experience even as they transform and reorganize.\n" |
38 | | - "Motion is meaningful and appropriate, serving to focus attention and maintain continuity. " |
39 | | - "Feedback is subtle yet clear. Transitions are efficient yet coherent.\n\n" |
40 | | - |
41 | | - "3D world.\n\n" |
42 | | - |
43 | | - "The material environment is a 3D space, which means all objects have x, y, and z " |
44 | | - "dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the " |
45 | | - "positive z-axis extending towards the viewer. Every sheet of material occupies a single " |
46 | | - "position along the z-axis and has a standard 1dp thickness.\n" |
47 | | - "On the web, the z-axis is used for layering and not for perspective. The 3D world is " |
48 | | - "emulated by manipulating the y-axis.\n\n" |
49 | | - |
50 | | - "Light and shadow.\n\n" |
51 | | - |
52 | | - "Within the material environment, virtual lights illuminate the scene. Key lights create " |
53 | | - "directional shadows, while ambient light creates soft shadows from all angles.\n" |
54 | | - "Shadows in the material environment are cast by these two light sources. In Android " |
55 | | - "development, shadows occur when light sources are blocked by sheets of material at " |
56 | | - "various positions along the z-axis. On the web, shadows are depicted by manipulating the " |
57 | | - "y-axis only. The following example shows the card with a height of 6dp.\n\n" |
58 | | - |
59 | | - "Resting elevation.\n\n" |
60 | | - |
61 | | - "All material objects, regardless of size, have a resting elevation, or default elevation " |
62 | | - "that does not change. If an object changes elevation, it should return to its resting " |
63 | | - "elevation as soon as possible.\n\n" |
64 | | - |
65 | | - "Component elevations.\n\n" |
66 | | - |
67 | | - "The resting elevation for a component type is consistent across apps (e.g., FAB elevation " |
68 | | - "does not vary from 6dp in one app to 16dp in another app).\n" |
69 | | - "Components may have different resting elevations across platforms, depending on the depth " |
70 | | - "of the environment (e.g., TV has a greater depth than mobile or desktop).\n\n" |
71 | | - |
72 | | - "Responsive elevation and dynamic elevation offsets.\n\n" |
73 | | - |
74 | | - "Some component types have responsive elevation, meaning they change elevation in response " |
75 | | - "to user input (e.g., normal, focused, and pressed) or system events. These elevation " |
76 | | - "changes are consistently implemented using dynamic elevation offsets.\n" |
77 | | - "Dynamic elevation offsets are the goal elevation that a component moves towards, relative " |
78 | | - "to the component’s resting state. They ensure that elevation changes are consistent " |
79 | | - "across actions and component types. For example, all components that lift on press have " |
80 | | - "the same elevation change relative to their resting elevation.\n" |
81 | | - "Once the input event is completed or cancelled, the component will return to its resting " |
82 | | - "elevation.\n\n" |
83 | | - |
84 | | - "Avoiding elevation interference.\n\n" |
85 | | - |
86 | | - "Components with responsive elevations may encounter other components as they move between " |
87 | | - "their resting elevations and dynamic elevation offsets. Because material cannot pass " |
88 | | - "through other material, components avoid interfering with one another any number of ways, " |
89 | | - "whether on a per component basis or using the entire app layout.\n" |
90 | | - "On a component level, components can move or be removed before they cause interference. " |
91 | | - "For example, a floating action button (FAB) can disappear or move off screen before a " |
92 | | - "user picks up a card, or it can move if a snackbar appears.\n" |
93 | | - "On the layout level, design your app layout to minimize opportunities for interference. " |
94 | | - "For example, position the FAB to one side of stream of a cards so the FAB won’t interfere " |
95 | | - "when a user tries to pick up one of cards.\n\n" |
96 | | - </string> |
97 | 7 | <string name="title_activity_install">Install Custom Content</string> |
98 | 8 | <string name="title_activity_car_info">Car Info</string> |
99 | 9 | <string name="channel_name">RVGL Butler downloads</string> |
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107 | 17 | <string name="download_speed_kb">%1$s KB/s</string> |
108 | 18 | <string name="download_speed_mb">%1$s MB/s</string> |
109 | 19 | <string name="main_checking_updates">Checking for updates…</string> |
110 | | - <string name="main_installed_version">RVGL Local: %s</string> |
111 | | - <string name="main_last_version">RVGL I/O: %1$s</string> |
| 20 | + <string name="main_installed_version">Local:\n %s</string> |
| 21 | + <string name="main_game_last_version">I/O:\n %1$s</string> |
| 22 | + <string name="main_app_last_version">Github:\n %s</string> |
112 | 23 | <string name="main_checking">Checking…</string> |
113 | 24 | <string name="main_error_getting_last_version">Oops! Error!</string> |
114 | 25 | <string name="main_you_are_up_to_date">You are up to date!</string> |
115 | 26 | <string name="main_update_avaiable">Version %s is avaiable to download! Click here for more info.</string> |
116 | 27 | <string name="main_is_game_installed">Is the game installed?</string> |
117 | | - <string name="dialog_positive_text">Ok</string> |
| 28 | + <string name="dialog_positive_text">OK</string> |
118 | 29 | <string name="package_local_version">Local: %s</string> |
119 | 30 | <string name="package_IO_version">I/O: %s</string> |
120 | 31 | <string name="storage_permission_denied_dialog_title">Storage permission request</string> |
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