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apps/android/main/res/values/colors.xml
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apps/android/main/res/values/colors.xml
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<?xml version="1.0" encoding="utf-8"?>
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<resources>
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<color name="colorPrimary">#008577</color>
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<color name="colorPrimaryDark">#00574B</color>
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<color name="colorAccent">#D81B60</color>
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<color name="QRCodeWhiteColor">#ffffff</color>
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<color name="QRCodeBlackColor">#000000</color>
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</resources>
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apps/android/main/res/values/dimens.xml
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apps/android/main/res/values/dimens.xml
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<resources>
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<dimen name="app_bar_height">180dp</dimen>
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<dimen name="fab_margin">16dp</dimen>
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<dimen name="text_margin">16dp</dimen>
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</resources>
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apps/android/main/res/values/strings.xml
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apps/android/main/res/values/strings.xml
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<resources>
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<string name="app_name">TitanScout</string>
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<string name="title_activity_scrolling">ScrollingActivity</string>
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<string name="large_text">
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"Material is the metaphor.\n\n"
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"A material metaphor is the unifying theory of a rationalized space and a system of motion."
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"The material is grounded in tactile reality, inspired by the study of paper and ink, yet "
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"technologically advanced and open to imagination and magic.\n"
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"Surfaces and edges of the material provide visual cues that are grounded in reality. The "
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"use of familiar tactile attributes helps users quickly understand affordances. Yet the "
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"flexibility of the material creates new affordances that supercede those in the physical "
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"world, without breaking the rules of physics.\n"
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"The fundamentals of light, surface, and movement are key to conveying how objects move, "
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"interact, and exist in space and in relation to each other. Realistic lighting shows "
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"seams, divides space, and indicates moving parts.\n\n"
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"Bold, graphic, intentional.\n\n"
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"The foundational elements of print based design typography, grids, space, scale, color, "
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"and use of imagery guide visual treatments. These elements do far more than please the "
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"eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge "
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"imagery, large scale typography, and intentional white space create a bold and graphic "
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"interface that immerse the user in the experience.\n"
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"An emphasis on user actions makes core functionality immediately apparent and provides "
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"waypoints for the user.\n\n"
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"Motion provides meaning.\n\n"
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"Motion respects and reinforces the user as the prime mover. Primary user actions are "
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"inflection points that initiate motion, transforming the whole design.\n"
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"All action takes place in a single environment. Objects are presented to the user without "
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"breaking the continuity of experience even as they transform and reorganize.\n"
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"Motion is meaningful and appropriate, serving to focus attention and maintain continuity. "
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"Feedback is subtle yet clear. Transitions are efficient yet coherent.\n\n"
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"3D world.\n\n"
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"The material environment is a 3D space, which means all objects have x, y, and z "
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"dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the "
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"positive z-axis extending towards the viewer. Every sheet of material occupies a single "
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"position along the z-axis and has a standard 1dp thickness.\n"
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"On the web, the z-axis is used for layering and not for perspective. The 3D world is "
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"emulated by manipulating the y-axis.\n\n"
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"Light and shadow.\n\n"
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"Within the material environment, virtual lights illuminate the scene. Key lights create "
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"directional shadows, while ambient light creates soft shadows from all angles.\n"
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"Shadows in the material environment are cast by these two light sources. In Android "
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"development, shadows occur when light sources are blocked by sheets of material at "
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"various positions along the z-axis. On the web, shadows are depicted by manipulating the "
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"y-axis only. The following example shows the card with a height of 6dp.\n\n"
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"Resting elevation.\n\n"
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"All material objects, regardless of size, have a resting elevation, or default elevation "
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"that does not change. If an object changes elevation, it should return to its resting "
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"elevation as soon as possible.\n\n"
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"Component elevations.\n\n"
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"The resting elevation for a component type is consistent across apps (e.g., FAB elevation "
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"does not vary from 6dp in one app to 16dp in another app).\n"
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"Components may have different resting elevations across platforms, depending on the depth "
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"of the environment (e.g., TV has a greater depth than mobile or desktop).\n\n"
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"Responsive elevation and dynamic elevation offsets.\n\n"
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"Some component types have responsive elevation, meaning they change elevation in response "
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"to user input (e.g., normal, focused, and pressed) or system events. These elevation "
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"changes are consistently implemented using dynamic elevation offsets.\n"
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"Dynamic elevation offsets are the goal elevation that a component moves towards, relative "
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"to the component’s resting state. They ensure that elevation changes are consistent "
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"across actions and component types. For example, all components that lift on press have "
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"the same elevation change relative to their resting elevation.\n"
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"Once the input event is completed or cancelled, the component will return to its resting "
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"elevation.\n\n"
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"Avoiding elevation interference.\n\n"
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"Components with responsive elevations may encounter other components as they move between "
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"their resting elevations and dynamic elevation offsets. Because material cannot pass "
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"through other material, components avoid interfering with one another any number of ways, "
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"whether on a per component basis or using the entire app layout.\n"
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"On a component level, components can move or be removed before they cause interference. "
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"For example, a floating action button (FAB) can disappear or move off screen before a "
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"user picks up a card, or it can move if a snackbar appears.\n"
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"On the layout level, design your app layout to minimize opportunities for interference. "
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"For example, position the FAB to one side of stream of a cards so the FAB won’t interfere "
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"when a user tries to pick up one of cards.\n\n"
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</string>
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<string name="action_settings">Settings</string>
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<string name="title_activity_matches_table_view">MatchesTableView</string>
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<string name="title_activity_qr_full_screen">qrFullScreen</string>
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<string name="title_activity_main2">MainActivity2</string>
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<string name="title_activity_prematches">PrematchesActivity</string>
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</resources>
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apps/android/main/res/values/styles.xml
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apps/android/main/res/values/styles.xml
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<resources>
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<!-- Base application theme. -->
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<style name="AppTheme" parent="Theme.AppCompat.Light.DarkActionBar">
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<!-- Customize your theme here. -->
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<item name="colorPrimary">@color/colorPrimary</item>
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<item name="colorPrimaryDark">@color/colorPrimaryDark</item>
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<item name="colorAccent">@color/colorAccent</item>
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</style>
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<style name="AppTheme.NoActionBar">
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<item name="windowActionBar">false</item>
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<item name="windowNoTitle">true</item>
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</style>
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<style name="AppTheme.AppBarOverlay" parent="ThemeOverlay.AppCompat.Dark.ActionBar"/>
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<style name="AppTheme.PopupOverlay" parent="ThemeOverlay.AppCompat.Light"/>
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</resources>
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