15 changed files with 71 additions and 131 deletions
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package cc.niushuai.didicheck.ui.main.data; |
package cc.niushuai.didicheck.ui.main.records; |
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import androidx.fragment.app.Fragment; |
import androidx.fragment.app.Fragment; |
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package cc.niushuai.didicheck.util; |
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import android.content.Context; |
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import android.widget.Toast; |
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import cn.hutool.core.util.StrUtil; |
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public class Toasts { |
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public static void shortShow(Context context, String msg) { |
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shortShow(context, msg, null); |
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} |
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public static void shortShow(Context context, String msg, String... params) { |
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show(context, Toast.LENGTH_SHORT, msg, params); |
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} |
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public static void longShow(Context context, String msg) { |
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longShow(context, msg, null); |
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} |
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public static void longShow(Context context, String msg, String... params) { |
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show(context, Toast.LENGTH_SHORT, msg, params); |
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} |
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public static void show(Context context, int duration, String msg, String... params) { |
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Toast.makeText(context, StrUtil.format(msg, params), duration).show(); |
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} |
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} |
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@ -1,96 +1,8 @@ |
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<resources> |
<resources> |
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<string name="app_name">DiDiCheck</string> |
<string name="app_name">DiDiCheck</string> |
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<string name="title_activity_main">MainActivity</string> |
<string name="app_name_zh_cn">滴滴打卡</string> |
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<string name="tab_text_1">Tab 1</string> |
<string name="tab_home">Home</string> |
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<string name="tab_text_2">Tab 2</string> |
<string name="tab_records">Records</string> |
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<string name="tab_text_3">Tab 3</string> |
<string name="tab_settings">Settings</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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</resources> |
</resources> |
After Width: | Height: | Size: 1.1 KiB |
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