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mirror of https://github.com/TeamNewPipe/NewPipe synced 2024-12-29 20:15:37 +01:00

Merge pull request #489 from mauriciocolli/master

Fix travis and some clean-up
This commit is contained in:
Christian Schabesberger 2017-03-27 23:53:04 +02:00 committed by GitHub
commit 5dd8271c15
31 changed files with 4 additions and 1636 deletions

View File

@ -11,29 +11,9 @@ android:
- android-25
# Additional components
- extra-android-support
- extra-android-m2repository
- extra-google-m2repository
# Emulators
- sys-img-armeabi-v7a-android-21
- sys-img-armeabi-v7a-android-19
- sys-img-armeabi-v7a-android-15
env:
global:
- ADB_INSTALL_TIMEOUT=8 # minutes (2 by default)
- GRADLE_OPTS=-Xmx512m # give gradle more memory since it seem to fail otherwise
matrix:
- ANDROID_TARGET=android-21 ANDROID_ABI=armeabi-v7a
before_script:
- echo no | android create avd --force -n test -t $ANDROID_TARGET --abi $ANDROID_ABI
- emulator -avd test -no-skin -no-audio -no-window &
- android-wait-for-emulator
- adb shell input keyevent 82 &
script: ./gradlew --info build connectedCheck
script: ./gradlew -Dorg.gradle.jvmargs=-Xmx1536m assembleDebug lintDebug testDebugUnitTest
licenses:
- '.+'

View File

@ -32,6 +32,9 @@ android {
dependencies {
testCompile 'junit:junit:4.12'
testCompile 'org.mockito:mockito-core:1.10.19'
testCompile 'org.json:json:20160810'
compile 'com.android.support:appcompat-v7:25.1.0'
compile 'com.android.support:support-v4:25.1.0'
compile 'com.android.support:design:25.1.0'
@ -46,7 +49,4 @@ dependencies {
compile 'com.nononsenseapps:filepicker:3.0.0'
compile 'ch.acra:acra:4.9.0'
compile 'com.google.android.exoplayer:exoplayer:r2.3.1'
testCompile 'junit:junit:4.12'
testCompile 'org.mockito:mockito-core:1.10.19'
testCompile 'org.json:json:20160810'
}

View File

@ -53,11 +53,6 @@
android:launchMode="singleInstance"
android:theme="@style/PlayerTheme"/>
<service
android:name=".player.BackgroundPlayer"
android:exported="false"
android:label="@string/background_player_name" />
<activity
android:name=".settings.SettingsActivity"
android:label="@string/settings_activity_title" />

View File

@ -1,17 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<android.support.v4.widget.NestedScrollView xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
app:layout_behavior="@string/appbar_scrolling_view_behavior"
tools:context="org.schabi.newpipe.ChannelActivity"
tools:showIn="@layout/activity_channel">
<TextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_margin="@dimen/text_margin"
android:text="@string/large_text" />
</android.support.v4.widget.NestedScrollView>

View File

@ -1,27 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="abc_action_bar_home_description">Navigate home</string>
<string name="abc_action_bar_home_description_format">%1$s, %2$s</string>
<string name="abc_action_bar_home_subtitle_description_format">%1$s, %2$s, %3$s</string>
<string name="abc_action_bar_up_description">Navigate up</string>
<string name="abc_action_menu_overflow_description">More options</string>
<string name="abc_action_mode_done">Done</string>
<string name="abc_activity_chooser_view_see_all">See all</string>
<string name="abc_activitychooserview_choose_application">Choose an app</string>
<string name="abc_capital_off">OFF</string>
<string name="abc_capital_on">ON</string>
<string name="abc_search_hint">Search…</string>
<string name="abc_searchview_description_clear">Clear query</string>
<string name="abc_searchview_description_query">Search query</string>
<string name="abc_searchview_description_search">Search</string>
<string name="abc_searchview_description_submit">Submit query</string>
<string name="abc_searchview_description_voice">Voice search</string>
<string name="abc_shareactionprovider_share_with">Share with</string>
<string name="abc_shareactionprovider_share_with_application">Share with %s</string>
<string name="abc_toolbar_collapse_description">Collapse</string>
<string name="status_bar_notification_info_overflow">999+</string>
<string name="autoplay_through_intent_summary">"بدء تشغيل الفيديو تلقائيًا عندما يتم فتحه من تطبيق أخر."</string>
<string name="autoplay_through_intent_title">التشغيل التلقائي</string>
<string name="background_player_name">مشغل NewPipe في الخلفية</string>
<string name="background_player_playing_toast">جاري التشغيل في الخلفية</string>
<string name="cancel">إلغاء</string>
@ -87,31 +65,4 @@
<string name="general_error">خطأ</string>
<string name="parsing_error">لا يمكن تحليل الموقع.</string>
<string name="youtube_signature_decryption_error">لا يمكن فك تشفير توقيع رابط الفيديو.</string>
<string name="app_name">NewPipe</string>
<string name="appbar_scrolling_view_behavior">android.support.design.widget.AppBarLayout$ScrollingViewBehavior</string>
<string name="autoplay_through_intent_key">autoplay_through_intent</string>
<string name="background_player_time_text">%1$s - NewPipe</string>
<string name="c3s_url">https://www.c3s.cc/</string>
<string name="character_counter_pattern">%1$d / %2$d</string>
<string name="default_audio_format_key">default_audio_format</string>
<string name="default_audio_format_value">m4a</string>
<string name="default_language_value">en</string>
<string name="default_resolution_key">default_resolution_preference</string>
<string name="default_resolution_value">360p</string>
<string name="default_theme_value">0</string>
<string name="download_path_audio_key">download_path_audio</string>
<string name="download_path_key">download_path</string>
<string name="fdroid_kore_url">https://f-droid.org/repository/browse/?fdfilter=Kore&amp;fdid=org.xbmc.kore</string>
<string name="fdroid_vlc_url">https://f-droid.org/repository/browse/?fdfilter=vlc&amp;fdid=org.videolan.vlc</string>
<string name="search_language_key">search_language</string>
<string name="settings_category_appearance">settings_category_appearance</string>
<string name="settings_category_other">settings_category_other</string>
<string name="settings_category_video_audio">settings_category_video_audio</string>
<string name="show_next_video_key">show_next_video</string>
<string name="show_play_with_kodi_key">show_play_with_kodi</string>
<string name="theme_key">الثيمات</string>
<string name="title_videoitem_detail">NewPipe</string>
<string name="use_external_audio_player_key">use_external_audio_player</string>
<string name="use_external_video_player_key">use_external_video_player</string>
<string name="use_tor_key">use_tor</string>
</resources>

View File

@ -22,8 +22,6 @@
<string name="download_path_audio_dialog_title">Zadejte umístění pro stažené audio soubory.</string>
<string name="download_path_audio_title">Umístění pro stažené audio</string>
<string name="autoplay_through_intent_title">Automatické přehrávání skrze Intent</string>
<string name="autoplay_through_intent_summary">Automaticky přehrávat video, jestliže je volané z jiné aplikace.</string>
<string name="default_resolution_title">Výchozí rozlišení</string>
<string name="play_with_kodi_title">Přehrát pomocí Kodi</string>
<string name="kore_not_found">Aplikace Kore nenalezena. Nainstalovat Kore?</string>
@ -159,143 +157,6 @@
<string name="title_activity_channel">Aktivita kanálu</string>
<string name="user_report">Hlášení uživatele</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 components 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 wont 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">

View File

@ -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 components 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 wont interfere
when a user tries to pick up one of cards.
"</string>
<string name="reCaptchaActivity">reCAPTCHA</string>
<string name="black_theme_title">Schwarz</string>

View File

@ -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>

View File

@ -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>

View File

@ -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 components 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 wont interfere
when a user tries to pick up one of cards.
"</string>
<string name="black_theme_title">Oscuro</string>
<string name="all">Todo</string>

View File

@ -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>

View File

@ -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 lorsquelle 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">Lapplication 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 loption «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>

View File

@ -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>

View File

@ -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 components 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 wont interfere
when a user tries to pick up one of cards.
"</string>
<string name="reCaptchaActivity">reCAPTCHA</string>
<string name="reCaptcha_title">Rintangan reCAPTCHA</string>

View File

@ -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 components 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 wont interfere
when a user tries to pick up one of cards.
"</string>
<string name="reCaptchaActivity">reCAPTCHA</string>
<string name="reCaptcha_title">Sfida reCAPTCHA</string>

View File

@ -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 components 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 wont 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>

View File

@ -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 &amp; 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>

View File

@ -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>

View File

@ -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 components 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 wont interfere
when a user tries to pick up one of cards.
"</string>
<string name="black_theme_title">Zwart</string>
<string name="reCaptchaActivity">reCAPTCHA</string>

View File

@ -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 components 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 wont 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>

View File

@ -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>

View File

@ -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>

View File

@ -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>

View File

@ -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>

View File

@ -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 components 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 wont interfere
when a user tries to pick up one of cards.
"</string>
<string name="reCaptchaActivity">Стопка</string>
<string name="reCaptcha_title">reCAPTCHA стопка</string>

View File

@ -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>

View File

@ -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>

View File

@ -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>

View File

@ -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>

View File

@ -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 components 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 wont 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>

View File

@ -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>