diff --git a/app/src/main/java/tu_darmstadt/sudoku/ui/MainActivity.java b/app/src/main/java/tu_darmstadt/sudoku/ui/MainActivity.java
index 9d413b5..e535924 100644
--- a/app/src/main/java/tu_darmstadt/sudoku/ui/MainActivity.java
+++ b/app/src/main/java/tu_darmstadt/sudoku/ui/MainActivity.java
@@ -17,6 +17,7 @@ import android.view.View;
import android.view.ViewGroup;
import android.widget.Button;
+import android.widget.ImageView;
import android.widget.RatingBar;
import android.widget.TextView;
@@ -217,8 +218,24 @@ public class MainActivity extends AppCompatActivity {
Bundle savedInstanceState) {
View rootView = inflater.inflate(R.layout.fragment_main_menu, container, false);
+ GameType gameType = GameType.getValidGameTypes().get(getArguments().getInt(ARG_SECTION_NUMBER));
+
+ ImageView imageView = (ImageView) rootView.findViewById(R.id.gameTypeImage);
+
+ switch(gameType) {
+ case Default_6x6:
+ imageView.setImageResource(R.drawable.icon_default_6x6);
+ break;
+ case Default_12x12:
+ imageView.setImageResource(R.drawable.icon_default_12x12);
+ break;
+ case Default_9x9:
+ default:
+ imageView.setImageResource(R.drawable.icon_default_9x9);
+ }
+
TextView textView = (TextView) rootView.findViewById(R.id.section_label);
- textView.setText(GameType.getValidGameTypes().get(getArguments().getInt(ARG_SECTION_NUMBER)).name());
+ textView.setText(gameType.name());
return rootView;
}
}
diff --git a/app/src/main/res/drawable/icon_default_12x12.png b/app/src/main/res/drawable/icon_default_12x12.png
new file mode 100644
index 0000000..4e7d5ab
Binary files /dev/null and b/app/src/main/res/drawable/icon_default_12x12.png differ
diff --git a/app/src/main/res/drawable/icon_default_6x6.png b/app/src/main/res/drawable/icon_default_6x6.png
new file mode 100644
index 0000000..6d665fd
Binary files /dev/null and b/app/src/main/res/drawable/icon_default_6x6.png differ
diff --git a/app/src/main/res/drawable/icon_default_9x9.png b/app/src/main/res/drawable/icon_default_9x9.png
new file mode 100644
index 0000000..f066994
Binary files /dev/null and b/app/src/main/res/drawable/icon_default_9x9.png differ
diff --git a/app/src/main/res/drawable/sudoku9x9.png b/app/src/main/res/drawable/sudoku9x9.png
deleted file mode 100644
index b884c54..0000000
Binary files a/app/src/main/res/drawable/sudoku9x9.png and /dev/null differ
diff --git a/app/src/main/res/layout/fragment_main_menu.xml b/app/src/main/res/layout/fragment_main_menu.xml
index b2ac4c6..1f48dd4 100644
--- a/app/src/main/res/layout/fragment_main_menu.xml
+++ b/app/src/main/res/layout/fragment_main_menu.xml
@@ -18,10 +18,11 @@
android:layout_height="wrap_content" />
+ android:src="@drawable/icon_default_9x9"/>
diff --git a/app/src/main/res/menu/menu_test.xml b/app/src/main/res/menu/menu_test.xml
deleted file mode 100644
index 459ec51..0000000
--- a/app/src/main/res/menu/menu_test.xml
+++ /dev/null
@@ -1,7 +0,0 @@
-
diff --git a/app/src/main/res/values/dimens.xml b/app/src/main/res/values/dimens.xml
index dfa54d2..edfd125 100644
--- a/app/src/main/res/values/dimens.xml
+++ b/app/src/main/res/values/dimens.xml
@@ -7,4 +7,6 @@
13dp
160dp
8dp
+ 180dp
+ 16dp
diff --git a/app/src/main/res/values/strings.xml b/app/src/main/res/values/strings.xml
index 31e3e42..1960fc0 100644
--- a/app/src/main/res/values/strings.xml
+++ b/app/src/main/res/values/strings.xml
@@ -63,6 +63,96 @@
MainMenuActivity
Hello World from section: %1$d
testActivity
+ LoadGameActivity
+
+ "Material is the metaphor.\n\n"
+
+ "A material metaphor is the unifying theory of a rationalized space and a system of motion."
+ "The material is grounded in tactile reality, inspired by the study of paper and ink, yet "
+ "technologically advanced and open to imagination and magic.\n"
+ "Surfaces and edges of the material provide visual cues that are grounded in reality. The "
+ "use of familiar tactile attributes helps users quickly understand affordances. Yet the "
+ "flexibility of the material creates new affordances that supercede those in the physical "
+ "world, without breaking the rules of physics.\n"
+ "The fundamentals of light, surface, and movement are key to conveying how objects move, "
+ "interact, and exist in space and in relation to each other. Realistic lighting shows "
+ "seams, divides space, and indicates moving parts.\n\n"
+
+ "Bold, graphic, intentional.\n\n"
+
+ "The foundational elements of print based design typography, grids, space, scale, color, "
+ "and use of imagery guide visual treatments. These elements do far more than please the "
+ "eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge "
+ "imagery, large scale typography, and intentional white space create a bold and graphic "
+ "interface that immerse the user in the experience.\n"
+ "An emphasis on user actions makes core functionality immediately apparent and provides "
+ "waypoints for the user.\n\n"
+
+ "Motion provides meaning.\n\n"
+
+ "Motion respects and reinforces the user as the prime mover. Primary user actions are "
+ "inflection points that initiate motion, transforming the whole design.\n"
+ "All action takes place in a single environment. Objects are presented to the user without "
+ "breaking the continuity of experience even as they transform and reorganize.\n"
+ "Motion is meaningful and appropriate, serving to focus attention and maintain continuity. "
+ "Feedback is subtle yet clear. Transitions are efficient yet coherent.\n\n"
+
+ "3D world.\n\n"
+
+ "The material environment is a 3D space, which means all objects have x, y, and z "
+ "dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the "
+ "positive z-axis extending towards the viewer. Every sheet of material occupies a single "
+ "position along the z-axis and has a standard 1dp thickness.\n"
+ "On the web, the z-axis is used for layering and not for perspective. The 3D world is "
+ "emulated by manipulating the y-axis.\n\n"
+
+ "Light and shadow.\n\n"
+
+ "Within the material environment, virtual lights illuminate the scene. Key lights create "
+ "directional shadows, while ambient light creates soft shadows from all angles.\n"
+ "Shadows in the material environment are cast by these two light sources. In Android "
+ "development, shadows occur when light sources are blocked by sheets of material at "
+ "various positions along the z-axis. On the web, shadows are depicted by manipulating the "
+ "y-axis only. The following example shows the card with a height of 6dp.\n\n"
+
+ "Resting elevation.\n\n"
+
+ "All material objects, regardless of size, have a resting elevation, or default elevation "
+ "that does not change. If an object changes elevation, it should return to its resting "
+ "elevation as soon as possible.\n\n"
+
+ "Component elevations.\n\n"
+
+ "The resting elevation for a component type is consistent across apps (e.g., FAB elevation "
+ "does not vary from 6dp in one app to 16dp in another app).\n"
+ "Components may have different resting elevations across platforms, depending on the depth "
+ "of the environment (e.g., TV has a greater depth than mobile or desktop).\n\n"
+
+ "Responsive elevation and dynamic elevation offsets.\n\n"
+
+ "Some component types have responsive elevation, meaning they change elevation in response "
+ "to user input (e.g., normal, focused, and pressed) or system events. These elevation "
+ "changes are consistently implemented using dynamic elevation offsets.\n"
+ "Dynamic elevation offsets are the goal elevation that a component moves towards, relative "
+ "to the 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.\n"
+ "Once the input event is completed or cancelled, the component will return to its resting "
+ "elevation.\n\n"
+
+ "Avoiding elevation interference.\n\n"
+
+ "Components with responsive elevations may encounter other components as they move between "
+ "their resting elevations and dynamic elevation offsets. Because material cannot pass "
+ "through other material, components avoid interfering with one another any number of ways, "
+ "whether on a per component basis or using the entire app layout.\n"
+ "On a component level, components can move or be removed before they cause interference. "
+ "For example, a floating action button (FAB) can disappear or move off screen before a "
+ "user picks up a card, or it can move if a snackbar appears.\n"
+ "On the layout level, design your app layout to minimize opportunities for interference. "
+ "For example, position the FAB to one side of stream of a cards so the FAB won’t interfere "
+ "when a user tries to pick up one of cards.\n\n"
+
diff --git a/app/src/test/java/tu_darmstadt/sudoku/game/solver/SolverTest.java b/app/src/test/java/tu_darmstadt/sudoku/game/solver/SolverTest.java
index 798cbf1..1d06e1b 100644
--- a/app/src/test/java/tu_darmstadt/sudoku/game/solver/SolverTest.java
+++ b/app/src/test/java/tu_darmstadt/sudoku/game/solver/SolverTest.java
@@ -28,7 +28,7 @@ public class SolverTest {
{ 6, 4, 0, 0, 0, 0, 0, 0, 0 },
{ 7, 0, 0, 0, 1, 0, 3, 0, 5 }};
- controller.loadLevel(GameType.Default_9x9,
+ controller.loadLevel(GameType.icon_default_9x9,
new int[]{0,0,0,0,4,1,0,0,0,0,6,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,3,2,0,6,0,0,0,0,0,0,0,0,0,5,0,0,4,1,7,0,0,0,0,0,0,0,0,0,0,0,2,0,0,3,0,0,0,4,8,0,0,0,0,0,0,5,0,1,0,0,0,0,0,0},
null,
null);*/