From ca73b34f3aded1a4a43d351acb120aaf4f852ebd Mon Sep 17 00:00:00 2001 From: Christopher Beckmann Date: Tue, 17 Nov 2015 06:16:56 +0100 Subject: [PATCH] Added new icons for the main menu. --- .../tu_darmstadt/sudoku/ui/MainActivity.java | 19 +++- .../main/res/drawable/icon_default_12x12.png | Bin 0 -> 4217 bytes .../main/res/drawable/icon_default_6x6.png | Bin 0 -> 1796 bytes .../main/res/drawable/icon_default_9x9.png | Bin 0 -> 3878 bytes app/src/main/res/drawable/sudoku9x9.png | Bin 1899 -> 0 bytes .../main/res/layout/fragment_main_menu.xml | 3 +- app/src/main/res/menu/menu_test.xml | 7 -- app/src/main/res/values/dimens.xml | 2 + app/src/main/res/values/strings.xml | 90 ++++++++++++++++++ .../sudoku/game/solver/SolverTest.java | 2 +- 10 files changed, 113 insertions(+), 10 deletions(-) create mode 100644 app/src/main/res/drawable/icon_default_12x12.png create mode 100644 app/src/main/res/drawable/icon_default_6x6.png create mode 100644 app/src/main/res/drawable/icon_default_9x9.png delete mode 100644 app/src/main/res/drawable/sudoku9x9.png delete mode 100644 app/src/main/res/menu/menu_test.xml 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 0000000000000000000000000000000000000000..4e7d5abf62fef9e26837414ca1ba00bc9bc2f9a2 GIT binary patch literal 4217 zcmeI0cT`jPw#UJcpb(0pBvJ%n1P2fjK{^RVL`FbHkfH&TAi_u+2tw#YYUmE5AVqLy z1ZJcJloBD*5{gtsAP513NI*KF1qj|S_r7=UUF*Gjz5l-T{`j5W+Gnj(_St)X_IDqm zt&N3d(RZNkS_nJ&DC z0rKo4KVEjm@$rdL4;KGJRZ(d^K55O520hLU9>r3NbFzUnw}>r 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a/app/src/main/res/values/dimens.xml +++ b/app/src/main/res/values/dimens.xml @@ -7,4 +7,6 @@ 13dp 160dp 8dp + 180dp + 16dp diff --git a/app/src/main/res/values/strings.xml b/app/src/main/res/values/strings.xml index 31e3e42..1960fc0 100644 --- a/app/src/main/res/values/strings.xml +++ b/app/src/main/res/values/strings.xml @@ -63,6 +63,96 @@ MainMenuActivity Hello World from section: %1$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);*/