1
0
mirror of https://github.com/TeamNewPipe/NewPipe.git synced 2024-11-25 12:32:31 +01:00

Merge branch 'master' of github.com:TeamNewPipe/NewPipe

This commit is contained in:
Christian Schabesberger 2016-11-18 23:52:34 +01:00
commit f76b37ec39
8 changed files with 919 additions and 38 deletions

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@ -1,2 +1,2 @@
- [ ] I carefully reed the [contribution guidelines](https://github.com/TeamNewPipe/NewPipe/blob/HEAD/.github/CONTRIBUTING.md) and agree to them.
- [ ] I carefully read the [contribution guidelines](https://github.com/TeamNewPipe/NewPipe/blob/HEAD/.github/CONTRIBUTING.md) and agree to them.
- [ ] I checked if the issue/feature exists in the latest version.

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@ -163,4 +163,141 @@
<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>
</resources>

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@ -1,33 +1,33 @@
<?xml version='1.0' encoding='UTF-8'?>
<resources xmlns:xliff="urn:oasis:names:tc:xliff:document:1.2">
<string name="view_count_text">%1$s visitas</string>
<string name="upload_date_text">Subido el %1$s</string>
<string name="no_player_found">No se ha encontrado ningún reproductor de vídeo. ¿Desea instalar VLC?</string>
<string name="install">Instalarlo</string>
<string name="view_count_text">%1$s reproducciones</string>
<string name="upload_date_text">Publicado en %1$s</string>
<string name="no_player_found">No se encontró ningún reproductor de vídeo. ¿Instalar VLC?</string>
<string name="install">Instalar</string>
<string name="cancel">Cancelar</string>
<string name="open_in_browser">Abrir en el navegador</string>
<string name="share">Compartir</string>
<string name="download">Descargar</string>
<string name="search">Buscar</string>
<string name="settings">Ajustes</string>
<string name="did_you_mean">¿ Quiso decir: %1$s ?</string>
<string name="did_you_mean">¿Quiso decir: %1$s?</string>
<string name="search_page">Buscar página: </string>
<string name="share_dialog_title">Compartir con</string>
<string name="choose_browser">Selecciona navegador</string>
<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 donde guardar los vídeos descargados.</string>
<string name="download_path_dialog_title">Ingrese el directorio de descargas para vídeos</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 la 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="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>
<string name="default_audio_format_title">Formato de audio por defecto</string>
<string name="webm_description">WebM — formato libre</string>
@ -38,51 +38,51 @@
<string name="similar_videos_btn_text">Vídeos similares</string>
<string name="background_player_name">Reproductor de fondo NewPipe</string>
<string name="loading">Cargando</string>
<string name="use_external_video_player_title">Usar un reproductor de vídeo externo</string>
<string name="use_external_audio_player_title">Usar un reproductor de audio externo</string>
<string name="use_external_video_player_title">Usar reproductor de vídeo externo</string>
<string name="use_external_audio_player_title">Usar reproductor de audio externo</string>
<string name="theme_title">Tema</string>
<string name="dark_theme_title">Oscuro</string>
<string name="light_theme_title">Claro</string>
<string name="light_theme_title">Ligero</string>
<string name="settings_category_appearance_title">Apariencia</string>
<string name="settings_category_other_title">Otro</string>
<string name="background_player_playing_toast">Reproduciendo en Segundo plano</string>
<string name="settings_category_other_title">Otros</string>
<string name="background_player_playing_toast">Reproduciendo en segundo plano</string>
<string name="content_not_available">Contenido no disponible.</string>
<string name="use_tor_title">Usar Tor</string>
<string name="use_tor_summary">(Experimental) Forzar la descarga a través de Tor para una mayor privacidad (transmisión de vídeos aún no compatible).</string>
<string name="err_dir_create">No se puede crear la carpeta de descarga \'%1$s\'</string>
<string name="info_dir_created">Capeta de descarga creada \'%1$s\'</string>
<string name="download_path_audio_summary">Ruta para almacenar el audio descargado</string>
<string name="download_path_audio_dialog_title">Ingrese la ruta de descarga para los archivos de audio.</string>
<string name="info_dir_created">Carpeta de descarga creada \'%1$s\'</string>
<string name="download_path_audio_summary">Ruta para almacenar los audios descargados</string>
<string name="download_path_audio_dialog_title">Introducir ruta de descarga para archivos de audio.</string>
<string name="blocked_by_gema">Bloqueado por GEMA.</string>
<string name="download_path_audio_title">Ruta de descarga de audio</string>
<string name="settings_category_video_audio_title">Vídeo &amp; Audio</string>
<string name="settings_category_video_audio_title">Vídeo y Audio</string>
<string name="play_btn_text">Reproducir</string>
<string name="general_error">Error</string>
<string name="network_error">Error de Conexión</string>
<string name="network_error">Error de conexión</string>
<string name="could_not_load_thumbnails">No se pudo cargar las miniaturas</string>
<string name="youtube_signature_decryption_error">No se pudo descifrar la url del vídeo.</string>
<string name="parsing_error">No se pudo analizar el sitio web.</string>
<string name="show_next_and_similar_title">Mostrar vídeos similares</string>
<string name="search_language_title">Idioma del contenido</string>
<string name="show_next_and_similar_title">Mostrar vídeos siguientes y similares</string>
<string name="search_language_title">Idioma preferido del contenido</string>
<string name="list_thumbnail_view_description">Vista previa del vídeo</string>
<string name="detail_thumbnail_view_description">Vista previa del vídeo</string>
<string name="detail_likes_img_view_description">Me gusta</string>
<string name="detail_dislikes_img_view_description">No me gusta</string>
<string name="detail_uploader_thumbnail_view_description">Foto miniatura del usuario</string>
<string name="live_streams_not_supported">Esta es una transmisión en Vivo. Todavía no es compatible.</string>
<string name="live_streams_not_supported">Esta es una transmisión en vivo. Todavía no es compatible.</string>
<string name="content">Contenido</string>
<string name="show_age_restricted_content_title">Mostrar contenido con restricción de edad</string>
<string name="show_age_restricted_content_title">Mostrar contenido restringido por edad</string>
<string name="video_is_age_restricted">El vídeo tiene restricción de edad. Habilite los vídeos con restricción de edad en los ajustes.</string>
<string name="main_bg_subtitle">Toque buscar para empezar</string>
<string name="autoplay_by_calling_app_title">Autoreproducir cuando se llama desde otra aplicación</string>
<string name="autoplay_by_calling_app_title">Autoreproducir al llamar desde otra app</string>
<string name="autoplay_by_calling_app_summary">Reproducir automáticamente un vídeo cuando NewPipe es llamado desde otra aplicación.</string>
<string name="duration_live">en vivo</string>
<string name="downloads">Descargas</string>
@ -92,7 +92,7 @@
<string name="light_parsing_error">No se pudo analizar el sitio web completamente.</string>
<string name="could_not_setup_download_menu">No se pudo configurar el menú de descarga.</string>
<string name="could_not_get_stream">No se pudo obtener ningún stream.</string>
<string name="could_not_get_stream">No se pudo obtener ninguna transmisión.</string>
<string name="sorry_string">Lo siento, esto no debería ocurrir.</string>
<string name="error_report_button_text">Reportar error vía email</string>
<string name="error_snackbar_message">Lo siento, ocurrieron algunos errores.</string>
@ -100,7 +100,7 @@
<string name="what_device_headline">Información:</string>
<string name="what_happened_headline">Qué ha ocurrido:</string>
<string name="info_searched_lbl">Buscado:</string>
<string name="info_requested_stream_lbl">Stream solicitado:</string>
<string name="info_requested_stream_lbl">Transmisión solicitada:</string>
<string name="your_comment">Su comentario (en Inglés):</string>
<string name="error_details_headline">Detalles:</string>
@ -116,10 +116,10 @@
<string name="logging_normal">Normal</string>
<string name="logging_verbose">Detallado</string>
<string name="retry">Reintentar</string>
<string name="off">[apagado]</string>
<string name="off">[off]</string>
<string name="error_drm_not_supported">Contenido protegido no soportado en niveles de API inferiores a 18</string>
<string name="error_drm_unsupported_scheme">Este dispositivo no soporta el esquema DRM requerido</string>
<string name="error_drm_unknown">Ocurrió un error DRM desconocido</string>
<string name="error_drm_unknown">Ocurrió un error desconocido de DRM</string>
<string name="error_no_decoder">Este dispositivo no proporciona un decodificador para <xliff:g id="mime_type">%1$s</xliff:g></string>
<string name="error_no_secure_decoder">Este dispositivo no proporciona un decodificador seguro para <xliff:g id="mime_type">%1$s</xliff:g></string>
<string name="error_querying_decoders">No es posible consultar los decodificadores del dispositivo</string>
@ -130,27 +130,170 @@
<string name="start">Iniciar</string>
<string name="pause">Pausar</string>
<string name="view">Mostrar</string>
<string name="view">Reproducir</string>
<string name="delete">Eliminar</string>
<string name="checksum">Checksum</string>
<string name="add">Nueva misión</string>
<string name="finish">Ok</string>
<string name="finish">Listo</string>
<string name="switch_mode">Cambiar entre lista y cuadrícula</string>
<string name="msg_url">Descargar URL</string>
<string name="msg_url">URL de descarga</string>
<string name="msg_name">Nombre del archivo</string>
<string name="msg_threads">Hilos</string>
<string name="msg_threads">Hilos de conexión</string>
<string name="msg_fetch_filename">Obtener nombre de archivo</string>
<string name="msg_error">Error</string>
<string name="msg_server_unsupported">Servidor no soportado</string>
<string name="msg_exists">El archivo ya existe</string>
<string name="msg_url_malform">URL mal formada o Internet no disponible</string>
<string name="msg_running">Descargando NewPipe</string>
<string name="msg_running_detail">Haga clic para detalles</string>
<string name="msg_running">Descarga de NewPipe</string>
<string name="msg_running_detail">Toque para ver detalles</string>
<string name="msg_wait">Por favor espere...</string>
<string name="msg_copied">Copiado al portapapeles.</string>
<string name="no_available_dir">Por favor, seleccione un directorio de descarga disponible.</string>
<string name="could_not_load_image">No se pudo cargar la imagen</string>
<string name="app_ui_crash">La interfaz de la app dejó de funcionar</string>
<string name="info_labels">Qué ocurrió:\\nSolicitud:\\nIdioma del contenido:\\nServicio:\\nHora GMT:\\nPaquete:\\nVersión:\\nVersión del S.O:\\nRango global de la IP:</string>
<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>
</resources>

View File

@ -151,4 +151,141 @@
<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>
</resources>

View File

@ -157,4 +157,141 @@
<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>
</resources>

View File

@ -158,4 +158,141 @@
<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>
</resources>

View File

@ -10,7 +10,7 @@
<string name="download">Скачать</string>
<string name="search">Найти</string>
<string name="settings">Настройки</string>
<string name="did_you_mean">Возможно, вы имели в виду: </string>
<string name="did_you_mean">Возможно, вы имели в виду: %1$s ?</string>
<string name="search_page">Страница поиска: </string>
<string name="share_dialog_title">Поделиться с помощью</string>
<string name="choose_browser">Выбрать браузер</string>
@ -51,7 +51,7 @@
<string name="detail_uploader_thumbnail_view_description">Миниатюра аватара пользователся</string>
<string name="detail_dislikes_img_view_description">Дислайки</string>
<string name="detail_likes_img_view_description">Лайки</string>
<string name="use_external_video_player_title">Использовать внешний проигрыватель для видео</string>
<string name="use_external_video_player_title">Использовать внешний медиаплеер</string>
<string name="use_external_audio_player_title">Использовать внешний проигрыватель для аудио</string>
<string name="background_player_playing_toast">Проигрывание в фоновом режиме</string>
<string name="background_player_name">Фоновый проигрыватель NewPipe</string>
@ -90,4 +90,57 @@
<string name="action_settings">Настройки</string>
<string name="show_age_restricted_content_title">Показывать контент с ограничением по возрасту</string>
<string name="general_error">Ошибка</string>
<string name="info_requested_stream_lbl">Запрашиваемый поток</string>
<string name="your_comment">Ваши комментарии (на английском):</string>
<string name="err_dir_create">Невозможно создать папку для загрузки \'%1$s\'</string>
<string name="autoplay_by_calling_app_title">Автоматически воспроизводить при открытии из другого приложения</string>
<string name="autoplay_by_calling_app_summary">Автоматически воспроизводить видео при вызове NewPipe из другого приложения</string>
<string name="content">Контент</string>
<string name="video_is_age_restricted">Видео имеет возрастные ограничения. Сначала разрешите видео с возрастными ограничениями в настройках.</string>
<string name="duration_live">вживую</string>
<string name="downloads">Загрузки</string>
<string name="downloads_title">Загрузки</string>
<string name="settings_title">Настройки</string>
<string name="error_report_title">Отчет об ошибке</string>
<string name="parsing_error">Сайт невозможно разобрать</string>
<string name="light_parsing_error">Невозможно полностью разобрать сайт</string>
<string name="content_not_available">Контент недоступен</string>
<string name="blocked_by_gema">Заблокировано правообладателями</string>
<string name="could_not_setup_download_menu">Невозможно установить меню загрузки</string>
<string name="live_streams_not_supported">Это прямая трансляция. Они пока не поддерживаются</string>
<string name="could_not_load_image">Изображение не может быть загружено</string>
<string name="app_ui_crash">"Падение приложения/пользовательского интерфейса "</string>
<string name="sorry_string">Простите, такое не должно было произойти</string>
<string name="error_report_button_text">Отправить отчет об ошибке с помощью электронной почты</string>
<string name="error_snackbar_message">Простите, произошла ошибка</string>
<string name="error_snackbar_action">ОТЧЕТ</string>
<string name="what_device_headline">"Информация: "</string>
<string name="what_happened_headline">"Что произошло: "</string>
<string name="info_searched_lbl">"Вы искали: "</string>
<string name="error_details_headline">Детали:</string>
<string name="use_tor_summary">(Экспериментально) Перенаправлять трафик через Tor для повышения конфиденциальности (прямая трансляция пока не поддерживается)</string>
<string name="report_error">Сообщить об ошибке</string>
<string name="user_report">Сообщить о нарушении</string>
<string name="info_dir_created">Создать папку для загруженного \'%1$s\'</string>
<string name="enable_background_audio">Воспроизвести в фоновом режиме</string>
<string name="video">Видео</string>
<string name="audio">Аудио</string>
<string name="text">Текст</string>
<string name="logging">Авторизация</string>
<string name="logging_normal">Нормальный</string>
<string name="logging_verbose">Подробный</string>
<string name="retry">Повторить попытку</string>
<string name="error_drm_not_supported">Защищенный контент не поддерживается версиями API ниже 18</string>
<string name="error_drm_unsupported_scheme">Данное устройство не поддерживает требуемую схему DRM</string>
<string name="error_drm_unknown">Произошла неизвестная ошибка DRM</string>
<string name="storage_permission_denied">В доступе к хранилищу было отказано</string>
<string name="use_exoplayer_title">Использовать ExoPlayer</string>
<string name="msg_fetch_filename">Получить название файла</string>
</resources>

View File

@ -164,4 +164,141 @@
<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>
</resources>