diff --git a/.github/ISSUE_TEMPLATE.md b/.github/ISSUE_TEMPLATE.md index 43e8fbc0a..985223881 100644 --- a/.github/ISSUE_TEMPLATE.md +++ b/.github/ISSUE_TEMPLATE.md @@ -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. diff --git a/app/src/main/res/values-de/strings.xml b/app/src/main/res/values-de/strings.xml index e995bbd02..74bee39d2 100644 --- a/app/src/main/res/values-de/strings.xml +++ b/app/src/main/res/values-de/strings.xml @@ -163,4 +163,141 @@ Beschädigte URL oder Internet nicht erreichbar Vorgeschlagener Dateiname Kanalaktivität + " + Material is the metaphor. + + + + A material metaphor is the unifying theory of a rationalized space and a system of motion. + The material is grounded in tactile reality, inspired by the study of paper and ink, yet + technologically advanced and open to imagination and magic. + + Surfaces and edges of the material provide visual cues that are grounded in reality. The + use of familiar tactile attributes helps users quickly understand affordances. Yet the + flexibility of the material creates new affordances that supercede those in the physical + world, without breaking the rules of physics. + + The fundamentals of light, surface, and movement are key to conveying how objects move, + interact, and exist in space and in relation to each other. Realistic lighting shows + seams, divides space, and indicates moving parts. + + + + Bold, graphic, intentional. + + + + The foundational elements of print based design typography, grids, space, scale, color, + and use of imagery guide visual treatments. These elements do far more than please the + eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge + imagery, large scale typography, and intentional white space create a bold and graphic + interface that immerse the user in the experience. + + An emphasis on user actions makes core functionality immediately apparent and provides + waypoints for the user. + + + + Motion provides meaning. + + + + Motion respects and reinforces the user as the prime mover. Primary user actions are + inflection points that initiate motion, transforming the whole design. + + All action takes place in a single environment. Objects are presented to the user without + breaking the continuity of experience even as they transform and reorganize. + + Motion is meaningful and appropriate, serving to focus attention and maintain continuity. + Feedback is subtle yet clear. Transitions are efficient yet coherent. + + + + 3D world. + + + + The material environment is a 3D space, which means all objects have x, y, and z + dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the + positive z-axis extending towards the viewer. Every sheet of material occupies a single + position along the z-axis and has a standard 1dp thickness. + + On the web, the z-axis is used for layering and not for perspective. The 3D world is + emulated by manipulating the y-axis. + + + + Light and shadow. + + + + Within the material environment, virtual lights illuminate the scene. Key lights create + directional shadows, while ambient light creates soft shadows from all angles. + + Shadows in the material environment are cast by these two light sources. In Android + development, shadows occur when light sources are blocked by sheets of material at + various positions along the z-axis. On the web, shadows are depicted by manipulating the + y-axis only. The following example shows the card with a height of 6dp. + + + + Resting elevation. + + + + All material objects, regardless of size, have a resting elevation, or default elevation + that does not change. If an object changes elevation, it should return to its resting + elevation as soon as possible. + + + + Component elevations. + + + + The resting elevation for a component type is consistent across apps (e.g., FAB elevation + does not vary from 6dp in one app to 16dp in another app). + + Components may have different resting elevations across platforms, depending on the depth + of the environment (e.g., TV has a greater depth than mobile or desktop). + + + + Responsive elevation and dynamic elevation offsets. + + + + Some component types have responsive elevation, meaning they change elevation in response + to user input (e.g., normal, focused, and pressed) or system events. These elevation + changes are consistently implemented using dynamic elevation offsets. + + Dynamic elevation offsets are the goal elevation that a component moves towards, relative + to the component’s resting state. They ensure that elevation changes are consistent + across actions and component types. For example, all components that lift on press have + the same elevation change relative to their resting elevation. + + Once the input event is completed or cancelled, the component will return to its resting + elevation. + + + + Avoiding elevation interference. + + + + Components with responsive elevations may encounter other components as they move between + their resting elevations and dynamic elevation offsets. Because material cannot pass + through other material, components avoid interfering with one another any number of ways, + whether on a per component basis or using the entire app layout. + + On a component level, components can move or be removed before they cause interference. + For example, a floating action button (FAB) can disappear or move off screen before a + user picks up a card, or it can move if a snackbar appears. + + On the layout level, design your app layout to minimize opportunities for interference. + For example, position the FAB to one side of stream of a cards so the FAB won’t interfere + when a user tries to pick up one of cards. + + + " diff --git a/app/src/main/res/values-es/strings.xml b/app/src/main/res/values-es/strings.xml index a8e669257..2059281c1 100644 --- a/app/src/main/res/values-es/strings.xml +++ b/app/src/main/res/values-es/strings.xml @@ -1,33 +1,33 @@ - %1$s visitas - Subido el %1$s - No se ha encontrado ningún reproductor de vídeo. ¿Desea instalar VLC? - Instalarlo + %1$s reproducciones + Publicado en %1$s + No se encontró ningún reproductor de vídeo. ¿Instalar VLC? + Instalar Cancelar Abrir en el navegador Compartir Descargar Buscar Ajustes - ¿ Quiso decir: %1$s ? + ¿Quiso decir: %1$s? Buscar página: Compartir con - Selecciona navegador + Seleccionar navegador rotación Ajustes Usar reproductor externo Ruta de descarga de vídeo - Ruta donde guardar los vídeos descargados. - Ingrese el directorio de descargas para vídeos + Ruta para almacenar los vídeos descargados. + Introducir directorio de descargas para vídeos Intentar reproducción automática Reproducir vídeos automáticamente cuando se llamen desde otra aplicación. Resolución por defecto Reproducir con Kodi Aplicación Kore no encontrada. ¿Instalar Kore? Instalar Kore - Mostrar la opción \"Reproducir con Kodi\" - Muestra una opción para reproducir el vídeo con Kodi media center. + Mostrar opción \"Reproducir con Kodi\" + Muestra una opción para reproducir el vídeo con Kodi Media Center. Audio Formato de audio por defecto WebM — formato libre @@ -38,51 +38,51 @@ Vídeos similares Reproductor de fondo NewPipe Cargando - Usar un reproductor de vídeo externo - Usar un reproductor de audio externo + Usar reproductor de vídeo externo + Usar reproductor de audio externo Tema Oscuro - Claro + Ligero Apariencia - Otro - Reproduciendo en Segundo plano + Otros + Reproduciendo en segundo plano Contenido no disponible. Usar Tor (Experimental) Forzar la descarga a través de Tor para una mayor privacidad (transmisión de vídeos aún no compatible). No se puede crear la carpeta de descarga \'%1$s\' - Capeta de descarga creada \'%1$s\' -Ruta para almacenar el audio descargado - Ingrese la ruta de descarga para los archivos de audio. + Carpeta de descarga creada \'%1$s\' +Ruta para almacenar los audios descargados + Introducir ruta de descarga para archivos de audio. Bloqueado por GEMA. Ruta de descarga de audio - Vídeo & Audio + Vídeo y Audio Reproducir Error - Error de Conexión + Error de conexión No se pudo cargar las miniaturas No se pudo descifrar la url del vídeo. No se pudo analizar el sitio web. - Mostrar vídeos similares - Idioma del contenido + Mostrar vídeos siguientes y similares + Idioma preferido del contenido Vista previa del vídeo Vista previa del vídeo Me gusta No me gusta Foto miniatura del usuario - Esta es una transmisión en Vivo. Todavía no es compatible. + Esta es una transmisión en vivo. Todavía no es compatible. Contenido - Mostrar contenido con restricción de edad + Mostrar contenido restringido por edad El vídeo tiene restricción de edad. Habilite los vídeos con restricción de edad en los ajustes. Toque buscar para empezar - Autoreproducir cuando se llama desde otra aplicación + Autoreproducir al llamar desde otra app Reproducir automáticamente un vídeo cuando NewPipe es llamado desde otra aplicación. en vivo Descargas @@ -92,7 +92,7 @@ No se pudo analizar el sitio web completamente. No se pudo configurar el menú de descarga. - No se pudo obtener ningún stream. + No se pudo obtener ninguna transmisión. Lo siento, esto no debería ocurrir. Reportar error vía email Lo siento, ocurrieron algunos errores. @@ -100,7 +100,7 @@ Información: Qué ha ocurrido: Buscado: - Stream solicitado: + Transmisión solicitada: Su comentario (en Inglés): Detalles: @@ -116,10 +116,10 @@ Normal Detallado Reintentar - [apagado] + [off] Contenido protegido no soportado en niveles de API inferiores a 18 Este dispositivo no soporta el esquema DRM requerido - Ocurrió un error DRM desconocido + Ocurrió un error desconocido de DRM Este dispositivo no proporciona un decodificador para %1$s Este dispositivo no proporciona un decodificador seguro para %1$s No es posible consultar los decodificadores del dispositivo @@ -130,27 +130,170 @@ Iniciar Pausar - Mostrar + Reproducir Eliminar Checksum Nueva misión - Ok + Listo Cambiar entre lista y cuadrícula - Descargar URL + URL de descarga Nombre del archivo - Hilos + Hilos de conexión Obtener nombre de archivo Error Servidor no soportado El archivo ya existe URL mal formada o Internet no disponible - Descargando NewPipe - Haga clic para detalles + Descarga de NewPipe + Toque para ver detalles Por favor espere... Copiado al portapapeles. Por favor, seleccione un directorio de descarga disponible. + No se pudo cargar la imagen + La interfaz de la app dejó de funcionar + Qué ocurrió:\\nSolicitud:\\nIdioma del contenido:\\nServicio:\\nHora GMT:\\nPaquete:\\nVersión:\\nVersión del S.O:\\nRango global de la IP: + Actividad del canal + Ajustes + + " + Material is the metaphor. + + + + A material metaphor is the unifying theory of a rationalized space and a system of motion. + The material is grounded in tactile reality, inspired by the study of paper and ink, yet + technologically advanced and open to imagination and magic. + + Surfaces and edges of the material provide visual cues that are grounded in reality. The + use of familiar tactile attributes helps users quickly understand affordances. Yet the + flexibility of the material creates new affordances that supercede those in the physical + world, without breaking the rules of physics. + + The fundamentals of light, surface, and movement are key to conveying how objects move, + interact, and exist in space and in relation to each other. Realistic lighting shows + seams, divides space, and indicates moving parts. + + + + Bold, graphic, intentional. + + + + The foundational elements of print based design typography, grids, space, scale, color, + and use of imagery guide visual treatments. These elements do far more than please the + eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge + imagery, large scale typography, and intentional white space create a bold and graphic + interface that immerse the user in the experience. + + An emphasis on user actions makes core functionality immediately apparent and provides + waypoints for the user. + + + + Motion provides meaning. + + + + Motion respects and reinforces the user as the prime mover. Primary user actions are + inflection points that initiate motion, transforming the whole design. + + All action takes place in a single environment. Objects are presented to the user without + breaking the continuity of experience even as they transform and reorganize. + + Motion is meaningful and appropriate, serving to focus attention and maintain continuity. + Feedback is subtle yet clear. Transitions are efficient yet coherent. + + + + 3D world. + + + + The material environment is a 3D space, which means all objects have x, y, and z + dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the + positive z-axis extending towards the viewer. Every sheet of material occupies a single + position along the z-axis and has a standard 1dp thickness. + + On the web, the z-axis is used for layering and not for perspective. The 3D world is + emulated by manipulating the y-axis. + + + + Light and shadow. + + + + Within the material environment, virtual lights illuminate the scene. Key lights create + directional shadows, while ambient light creates soft shadows from all angles. + + Shadows in the material environment are cast by these two light sources. In Android + development, shadows occur when light sources are blocked by sheets of material at + various positions along the z-axis. On the web, shadows are depicted by manipulating the + y-axis only. The following example shows the card with a height of 6dp. + + + + Resting elevation. + + + + All material objects, regardless of size, have a resting elevation, or default elevation + that does not change. If an object changes elevation, it should return to its resting + elevation as soon as possible. + + + + Component elevations. + + + + The resting elevation for a component type is consistent across apps (e.g., FAB elevation + does not vary from 6dp in one app to 16dp in another app). + + Components may have different resting elevations across platforms, depending on the depth + of the environment (e.g., TV has a greater depth than mobile or desktop). + + + + Responsive elevation and dynamic elevation offsets. + + + + Some component types have responsive elevation, meaning they change elevation in response + to user input (e.g., normal, focused, and pressed) or system events. These elevation + changes are consistently implemented using dynamic elevation offsets. + + Dynamic elevation offsets are the goal elevation that a component moves towards, relative + to the component’s resting state. They ensure that elevation changes are consistent + across actions and component types. For example, all components that lift on press have + the same elevation change relative to their resting elevation. + + Once the input event is completed or cancelled, the component will return to its resting + elevation. + + + + Avoiding elevation interference. + + + + Components with responsive elevations may encounter other components as they move between + their resting elevations and dynamic elevation offsets. Because material cannot pass + through other material, components avoid interfering with one another any number of ways, + whether on a per component basis or using the entire app layout. + + On a component level, components can move or be removed before they cause interference. + For example, a floating action button (FAB) can disappear or move off screen before a + user picks up a card, or it can move if a snackbar appears. + + On the layout level, design your app layout to minimize opportunities for interference. + For example, position the FAB to one side of stream of a cards so the FAB won’t interfere + when a user tries to pick up one of cards. + + + " diff --git a/app/src/main/res/values-id/strings.xml b/app/src/main/res/values-id/strings.xml index b8735ae06..aa15c7b8f 100644 --- a/app/src/main/res/values-id/strings.xml +++ b/app/src/main/res/values-id/strings.xml @@ -151,4 +151,141 @@ Laporan pengguna Thread + " + Material is the metaphor. + + + + A material metaphor is the unifying theory of a rationalized space and a system of motion. + The material is grounded in tactile reality, inspired by the study of paper and ink, yet + technologically advanced and open to imagination and magic. + + Surfaces and edges of the material provide visual cues that are grounded in reality. The + use of familiar tactile attributes helps users quickly understand affordances. Yet the + flexibility of the material creates new affordances that supercede those in the physical + world, without breaking the rules of physics. + + The fundamentals of light, surface, and movement are key to conveying how objects move, + interact, and exist in space and in relation to each other. Realistic lighting shows + seams, divides space, and indicates moving parts. + + + + Bold, graphic, intentional. + + + + The foundational elements of print based design typography, grids, space, scale, color, + and use of imagery guide visual treatments. These elements do far more than please the + eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge + imagery, large scale typography, and intentional white space create a bold and graphic + interface that immerse the user in the experience. + + An emphasis on user actions makes core functionality immediately apparent and provides + waypoints for the user. + + + + Motion provides meaning. + + + + Motion respects and reinforces the user as the prime mover. Primary user actions are + inflection points that initiate motion, transforming the whole design. + + All action takes place in a single environment. Objects are presented to the user without + breaking the continuity of experience even as they transform and reorganize. + + Motion is meaningful and appropriate, serving to focus attention and maintain continuity. + Feedback is subtle yet clear. Transitions are efficient yet coherent. + + + + 3D world. + + + + The material environment is a 3D space, which means all objects have x, y, and z + dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the + positive z-axis extending towards the viewer. Every sheet of material occupies a single + position along the z-axis and has a standard 1dp thickness. + + On the web, the z-axis is used for layering and not for perspective. The 3D world is + emulated by manipulating the y-axis. + + + + Light and shadow. + + + + Within the material environment, virtual lights illuminate the scene. Key lights create + directional shadows, while ambient light creates soft shadows from all angles. + + Shadows in the material environment are cast by these two light sources. In Android + development, shadows occur when light sources are blocked by sheets of material at + various positions along the z-axis. On the web, shadows are depicted by manipulating the + y-axis only. The following example shows the card with a height of 6dp. + + + + Resting elevation. + + + + All material objects, regardless of size, have a resting elevation, or default elevation + that does not change. If an object changes elevation, it should return to its resting + elevation as soon as possible. + + + + Component elevations. + + + + The resting elevation for a component type is consistent across apps (e.g., FAB elevation + does not vary from 6dp in one app to 16dp in another app). + + Components may have different resting elevations across platforms, depending on the depth + of the environment (e.g., TV has a greater depth than mobile or desktop). + + + + Responsive elevation and dynamic elevation offsets. + + + + Some component types have responsive elevation, meaning they change elevation in response + to user input (e.g., normal, focused, and pressed) or system events. These elevation + changes are consistently implemented using dynamic elevation offsets. + + Dynamic elevation offsets are the goal elevation that a component moves towards, relative + to the component’s resting state. They ensure that elevation changes are consistent + across actions and component types. For example, all components that lift on press have + the same elevation change relative to their resting elevation. + + Once the input event is completed or cancelled, the component will return to its resting + elevation. + + + + Avoiding elevation interference. + + + + Components with responsive elevations may encounter other components as they move between + their resting elevations and dynamic elevation offsets. Because material cannot pass + through other material, components avoid interfering with one another any number of ways, + whether on a per component basis or using the entire app layout. + + On a component level, components can move or be removed before they cause interference. + For example, a floating action button (FAB) can disappear or move off screen before a + user picks up a card, or it can move if a snackbar appears. + + On the layout level, design your app layout to minimize opportunities for interference. + For example, position the FAB to one side of stream of a cards so the FAB won’t interfere + when a user tries to pick up one of cards. + + + " diff --git a/app/src/main/res/values-nl/strings.xml b/app/src/main/res/values-nl/strings.xml index a298faf9c..8e2ad7d14 100644 --- a/app/src/main/res/values-nl/strings.xml +++ b/app/src/main/res/values-nl/strings.xml @@ -157,4 +157,141 @@ ChannelActivity Instellingen + " + Material is the metaphor. + + + + A material metaphor is the unifying theory of a rationalized space and a system of motion. + The material is grounded in tactile reality, inspired by the study of paper and ink, yet + technologically advanced and open to imagination and magic. + + Surfaces and edges of the material provide visual cues that are grounded in reality. The + use of familiar tactile attributes helps users quickly understand affordances. Yet the + flexibility of the material creates new affordances that supercede those in the physical + world, without breaking the rules of physics. + + The fundamentals of light, surface, and movement are key to conveying how objects move, + interact, and exist in space and in relation to each other. Realistic lighting shows + seams, divides space, and indicates moving parts. + + + + Bold, graphic, intentional. + + + + The foundational elements of print based design typography, grids, space, scale, color, + and use of imagery guide visual treatments. These elements do far more than please the + eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge + imagery, large scale typography, and intentional white space create a bold and graphic + interface that immerse the user in the experience. + + An emphasis on user actions makes core functionality immediately apparent and provides + waypoints for the user. + + + + Motion provides meaning. + + + + Motion respects and reinforces the user as the prime mover. Primary user actions are + inflection points that initiate motion, transforming the whole design. + + All action takes place in a single environment. Objects are presented to the user without + breaking the continuity of experience even as they transform and reorganize. + + Motion is meaningful and appropriate, serving to focus attention and maintain continuity. + Feedback is subtle yet clear. Transitions are efficient yet coherent. + + + + 3D world. + + + + The material environment is a 3D space, which means all objects have x, y, and z + dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the + positive z-axis extending towards the viewer. Every sheet of material occupies a single + position along the z-axis and has a standard 1dp thickness. + + On the web, the z-axis is used for layering and not for perspective. The 3D world is + emulated by manipulating the y-axis. + + + + Light and shadow. + + + + Within the material environment, virtual lights illuminate the scene. Key lights create + directional shadows, while ambient light creates soft shadows from all angles. + + Shadows in the material environment are cast by these two light sources. In Android + development, shadows occur when light sources are blocked by sheets of material at + various positions along the z-axis. On the web, shadows are depicted by manipulating the + y-axis only. The following example shows the card with a height of 6dp. + + + + Resting elevation. + + + + All material objects, regardless of size, have a resting elevation, or default elevation + that does not change. If an object changes elevation, it should return to its resting + elevation as soon as possible. + + + + Component elevations. + + + + The resting elevation for a component type is consistent across apps (e.g., FAB elevation + does not vary from 6dp in one app to 16dp in another app). + + Components may have different resting elevations across platforms, depending on the depth + of the environment (e.g., TV has a greater depth than mobile or desktop). + + + + Responsive elevation and dynamic elevation offsets. + + + + Some component types have responsive elevation, meaning they change elevation in response + to user input (e.g., normal, focused, and pressed) or system events. These elevation + changes are consistently implemented using dynamic elevation offsets. + + Dynamic elevation offsets are the goal elevation that a component moves towards, relative + to the component’s resting state. They ensure that elevation changes are consistent + across actions and component types. For example, all components that lift on press have + the same elevation change relative to their resting elevation. + + Once the input event is completed or cancelled, the component will return to its resting + elevation. + + + + Avoiding elevation interference. + + + + Components with responsive elevations may encounter other components as they move between + their resting elevations and dynamic elevation offsets. Because material cannot pass + through other material, components avoid interfering with one another any number of ways, + whether on a per component basis or using the entire app layout. + + On a component level, components can move or be removed before they cause interference. + For example, a floating action button (FAB) can disappear or move off screen before a + user picks up a card, or it can move if a snackbar appears. + + On the layout level, design your app layout to minimize opportunities for interference. + For example, position the FAB to one side of stream of a cards so the FAB won’t interfere + when a user tries to pick up one of cards. + + + " diff --git a/app/src/main/res/values-pt/strings.xml b/app/src/main/res/values-pt/strings.xml index fe86a565c..26efd51b8 100644 --- a/app/src/main/res/values-pt/strings.xml +++ b/app/src/main/res/values-pt/strings.xml @@ -158,4 +158,141 @@ Aplicação encerrada O quê:\\nPedido:\\nIdioma do conteúdo:\\nServiço:\\nHora GMT:\\nPacote:\\nVersão:\\nVersão do SO:\\nIP global: Atividade do canal + " + Material is the metaphor. + + + + A material metaphor is the unifying theory of a rationalized space and a system of motion. + The material is grounded in tactile reality, inspired by the study of paper and ink, yet + technologically advanced and open to imagination and magic. + + Surfaces and edges of the material provide visual cues that are grounded in reality. The + use of familiar tactile attributes helps users quickly understand affordances. Yet the + flexibility of the material creates new affordances that supercede those in the physical + world, without breaking the rules of physics. + + The fundamentals of light, surface, and movement are key to conveying how objects move, + interact, and exist in space and in relation to each other. Realistic lighting shows + seams, divides space, and indicates moving parts. + + + + Bold, graphic, intentional. + + + + The foundational elements of print based design typography, grids, space, scale, color, + and use of imagery guide visual treatments. These elements do far more than please the + eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge + imagery, large scale typography, and intentional white space create a bold and graphic + interface that immerse the user in the experience. + + An emphasis on user actions makes core functionality immediately apparent and provides + waypoints for the user. + + + + Motion provides meaning. + + + + Motion respects and reinforces the user as the prime mover. Primary user actions are + inflection points that initiate motion, transforming the whole design. + + All action takes place in a single environment. Objects are presented to the user without + breaking the continuity of experience even as they transform and reorganize. + + Motion is meaningful and appropriate, serving to focus attention and maintain continuity. + Feedback is subtle yet clear. Transitions are efficient yet coherent. + + + + 3D world. + + + + The material environment is a 3D space, which means all objects have x, y, and z + dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the + positive z-axis extending towards the viewer. Every sheet of material occupies a single + position along the z-axis and has a standard 1dp thickness. + + On the web, the z-axis is used for layering and not for perspective. The 3D world is + emulated by manipulating the y-axis. + + + + Light and shadow. + + + + Within the material environment, virtual lights illuminate the scene. Key lights create + directional shadows, while ambient light creates soft shadows from all angles. + + Shadows in the material environment are cast by these two light sources. In Android + development, shadows occur when light sources are blocked by sheets of material at + various positions along the z-axis. On the web, shadows are depicted by manipulating the + y-axis only. The following example shows the card with a height of 6dp. + + + + Resting elevation. + + + + All material objects, regardless of size, have a resting elevation, or default elevation + that does not change. If an object changes elevation, it should return to its resting + elevation as soon as possible. + + + + Component elevations. + + + + The resting elevation for a component type is consistent across apps (e.g., FAB elevation + does not vary from 6dp in one app to 16dp in another app). + + Components may have different resting elevations across platforms, depending on the depth + of the environment (e.g., TV has a greater depth than mobile or desktop). + + + + Responsive elevation and dynamic elevation offsets. + + + + Some component types have responsive elevation, meaning they change elevation in response + to user input (e.g., normal, focused, and pressed) or system events. These elevation + changes are consistently implemented using dynamic elevation offsets. + + Dynamic elevation offsets are the goal elevation that a component moves towards, relative + to the component’s resting state. They ensure that elevation changes are consistent + across actions and component types. For example, all components that lift on press have + the same elevation change relative to their resting elevation. + + Once the input event is completed or cancelled, the component will return to its resting + elevation. + + + + Avoiding elevation interference. + + + + Components with responsive elevations may encounter other components as they move between + their resting elevations and dynamic elevation offsets. Because material cannot pass + through other material, components avoid interfering with one another any number of ways, + whether on a per component basis or using the entire app layout. + + On a component level, components can move or be removed before they cause interference. + For example, a floating action button (FAB) can disappear or move off screen before a + user picks up a card, or it can move if a snackbar appears. + + On the layout level, design your app layout to minimize opportunities for interference. + For example, position the FAB to one side of stream of a cards so the FAB won’t interfere + when a user tries to pick up one of cards. + + + " diff --git a/app/src/main/res/values-ru/strings.xml b/app/src/main/res/values-ru/strings.xml index c44fd4dc5..57966f214 100644 --- a/app/src/main/res/values-ru/strings.xml +++ b/app/src/main/res/values-ru/strings.xml @@ -10,7 +10,7 @@ Скачать Найти Настройки - Возможно, вы имели в виду: + Возможно, вы имели в виду: %1$s ? Страница поиска: Поделиться с помощью Выбрать браузер @@ -51,7 +51,7 @@ Миниатюра аватара пользователся Дислайки Лайки -Использовать внешний проигрыватель для видео +Использовать внешний медиаплеер Использовать внешний проигрыватель для аудио Проигрывание в фоновом режиме Фоновый проигрыватель NewPipe @@ -90,4 +90,57 @@ Настройки + Показывать контент с ограничением по возрасту + Ошибка + Запрашиваемый поток + Ваши комментарии (на английском): + Невозможно создать папку для загрузки \'%1$s\' + Автоматически воспроизводить при открытии из другого приложения + Автоматически воспроизводить видео при вызове NewPipe из другого приложения + Контент + Видео имеет возрастные ограничения. Сначала разрешите видео с возрастными ограничениями в настройках. + вживую + Загрузки + Загрузки + Настройки + Отчет об ошибке + + Сайт невозможно разобрать + Невозможно полностью разобрать сайт + Контент недоступен + Заблокировано правообладателями + Невозможно установить меню загрузки + Это прямая трансляция. Они пока не поддерживаются + Изображение не может быть загружено + "Падение приложения/пользовательского интерфейса " + Простите, такое не должно было произойти + Отправить отчет об ошибке с помощью электронной почты + Простите, произошла ошибка + ОТЧЕТ + "Информация: " + "Что произошло: " + "Вы искали: " + Детали: + + + (Экспериментально) Перенаправлять трафик через Tor для повышения конфиденциальности (прямая трансляция пока не поддерживается) + Сообщить об ошибке + Сообщить о нарушении + + Создать папку для загруженного \'%1$s\' + + Воспроизвести в фоновом режиме + Видео + Аудио + Текст + Авторизация + Нормальный + Подробный + Повторить попытку + Защищенный контент не поддерживается версиями API ниже 18 + Данное устройство не поддерживает требуемую схему DRM + Произошла неизвестная ошибка DRM + В доступе к хранилищу было отказано + Использовать ExoPlayer + Получить название файла diff --git a/app/src/main/res/values-sr/strings.xml b/app/src/main/res/values-sr/strings.xml index 0e0d40187..d83aeed1c 100644 --- a/app/src/main/res/values-sr/strings.xml +++ b/app/src/main/res/values-sr/strings.xml @@ -164,4 +164,141 @@ Активност канала Поставке + " + Material is the metaphor. + + + + A material metaphor is the unifying theory of a rationalized space and a system of motion. + The material is grounded in tactile reality, inspired by the study of paper and ink, yet + technologically advanced and open to imagination and magic. + + Surfaces and edges of the material provide visual cues that are grounded in reality. The + use of familiar tactile attributes helps users quickly understand affordances. Yet the + flexibility of the material creates new affordances that supercede those in the physical + world, without breaking the rules of physics. + + The fundamentals of light, surface, and movement are key to conveying how objects move, + interact, and exist in space and in relation to each other. Realistic lighting shows + seams, divides space, and indicates moving parts. + + + + Bold, graphic, intentional. + + + + The foundational elements of print based design typography, grids, space, scale, color, + and use of imagery guide visual treatments. These elements do far more than please the + eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge + imagery, large scale typography, and intentional white space create a bold and graphic + interface that immerse the user in the experience. + + An emphasis on user actions makes core functionality immediately apparent and provides + waypoints for the user. + + + + Motion provides meaning. + + + + Motion respects and reinforces the user as the prime mover. Primary user actions are + inflection points that initiate motion, transforming the whole design. + + All action takes place in a single environment. Objects are presented to the user without + breaking the continuity of experience even as they transform and reorganize. + + Motion is meaningful and appropriate, serving to focus attention and maintain continuity. + Feedback is subtle yet clear. Transitions are efficient yet coherent. + + + + 3D world. + + + + The material environment is a 3D space, which means all objects have x, y, and z + dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the + positive z-axis extending towards the viewer. Every sheet of material occupies a single + position along the z-axis and has a standard 1dp thickness. + + On the web, the z-axis is used for layering and not for perspective. The 3D world is + emulated by manipulating the y-axis. + + + + Light and shadow. + + + + Within the material environment, virtual lights illuminate the scene. Key lights create + directional shadows, while ambient light creates soft shadows from all angles. + + Shadows in the material environment are cast by these two light sources. In Android + development, shadows occur when light sources are blocked by sheets of material at + various positions along the z-axis. On the web, shadows are depicted by manipulating the + y-axis only. The following example shows the card with a height of 6dp. + + + + Resting elevation. + + + + All material objects, regardless of size, have a resting elevation, or default elevation + that does not change. If an object changes elevation, it should return to its resting + elevation as soon as possible. + + + + Component elevations. + + + + The resting elevation for a component type is consistent across apps (e.g., FAB elevation + does not vary from 6dp in one app to 16dp in another app). + + Components may have different resting elevations across platforms, depending on the depth + of the environment (e.g., TV has a greater depth than mobile or desktop). + + + + Responsive elevation and dynamic elevation offsets. + + + + Some component types have responsive elevation, meaning they change elevation in response + to user input (e.g., normal, focused, and pressed) or system events. These elevation + changes are consistently implemented using dynamic elevation offsets. + + Dynamic elevation offsets are the goal elevation that a component moves towards, relative + to the component’s resting state. They ensure that elevation changes are consistent + across actions and component types. For example, all components that lift on press have + the same elevation change relative to their resting elevation. + + Once the input event is completed or cancelled, the component will return to its resting + elevation. + + + + Avoiding elevation interference. + + + + Components with responsive elevations may encounter other components as they move between + their resting elevations and dynamic elevation offsets. Because material cannot pass + through other material, components avoid interfering with one another any number of ways, + whether on a per component basis or using the entire app layout. + + On a component level, components can move or be removed before they cause interference. + For example, a floating action button (FAB) can disappear or move off screen before a + user picks up a card, or it can move if a snackbar appears. + + On the layout level, design your app layout to minimize opportunities for interference. + For example, position the FAB to one side of stream of a cards so the FAB won’t interfere + when a user tries to pick up one of cards. + + + "