/* AUTO-GENERATED FILE. DO NOT MODIFY.
*
* This class was automatically generated by the
* aapt tool from the resource data it found. It
* should not be modified by hand.
*/
package org.eehouse.android.xw4;
public final class R {
public static final class array {
/** string name="dict_url">http://10.0.2.2/~eehouse/and_dictsÊtes-vous sûr de vouloir recommencer les %1$d
parties sélectionnées ?\n\n(Recommencer fait perdre tous les coups et
toutes les informations de connexion.)
*/
public static final int confirm_reset_fmt=0x7f070002;
/** Êtes-vous sûr de vouloir effacer les
%1$d parties sélectionnées ? Cette action ne peut pas être annulée.
*/
public static final int confirm_seldeletes_fmt=0x7f070001;
/** Are you sure you want to
delete the %1$d selected word[s]?\n\n(This action cannot be undone.)
Êtes-vous sûr de vouloir effacer
les %1$d mots sélectionnés ?\n\n(Cette action ne peut pas être annulée.)
*/
public static final int confirm_studylist_clear_fmt=0x7f070014;
/** %1$s (%2$d games)
%1$s (%2$d parties)
*/
public static final int group_name_fmt=0x7f070013;
/** Are you sure you want to delete
the %1$d selected group[s]?
Êtes-vous sûr de vouloir effacer les
%1$d groupes sélectionnés ?
*/
public static final int groups_confirm_del_fmt=0x7f070011;
/** \n\n(%1$d game[s] will
also be deleted.)
\n\n(%1$d parties seront aussi
effacées.)
*/
public static final int groups_confirm_del_games_fmt=0x7f070012;
/**
Please select the %1$d device[s]
you want to include in this game. Use the \"%2$s\"
button if you don\'t see a device you expect.
Sélectionnez les %1$d périphériques que
vous voulez intégrer dans cette partie. Utilisez le bouton \"%2$s\" si vous ne
voyez pas un périphérique que vous attendez.
*/
public static final int invite_bt_desc_fmt=0x7f07000d;
/** If a networked game is opened and is not complete, i.e. if it
is listed as expecting remote players who have not yet shown
up, then the most likely explanation is that none has been
invited. (It's also possible that an invitation has been
sent, but I have no way of knowing that.) So every time I
open such a game I give the user a chance to issue an
invititation while trying to warn him not to send duplicates.
The number of players missing is substituted for "%1$d".
If a networked game is opened and is not complete, i.e. if it
is listed as expecting remote players who have not yet shown
up, then the most likely explanation is that none has been
invited. (It's also possible that an invitation has been
sent, but I have no way of knowing that.) So every time I
open such a game I give the user a chance to issue an
invititation while trying to warn him not to send duplicates.
The number of players missing is substituted for "%1$d".
This game is missing %1$d remote
player[s]. Would you like to invite someone to join - assuming
you haven\'t already?
Il manque %1$d joueur[s] distant[s] à cette
partie. Voulez-vous inviter quelqu\'un - - à moins que vous ne l\'ayez déjà
fait ?
If a networked game is opened and is not complete, i.e. if it
is listed as expecting remote players who have not yet shown
up, then the most likely explanation is that none has been
invited. (It's also possible that an invitation has been
sent, but I have no way of knowing that.) So every time I
open such a game I give the user a chance to issue an
invititation while trying to warn him not to send duplicates.
The number of players missing is substituted for "%1$d".
*/
public static final int invite_msg_fmt=0x7f070004;
/**
*/
public static final int invite_relay_desc_fmt=0x7f07000f;
public static final int invite_sent_fmt=0x7f070005;
/**
Please check the %1$d phone
number[s] you want to invite to your new game, then tap \"%2$s\".
Vérifiez les %1$d numéros de téléphone
que vous voulez inviter à votre partie, puis touchez \"%2$s\".
*/
public static final int invite_sms_desc_fmt=0x7f07000e;
/** %1$s (%2$d wordlists)
%1$s (%2$d listes de mots)
*/
public static final int lang_name_fmt=0x7f070017;
/** %1$s played %2$s for %3$d points
%1$s a joué %2$s pour %3$d points
*/
public static final int lmi_move_fmt=0x7f07001b;
/** %1$s traded %2$d tiles
%1$s a échangé %2$d jetons
*/
public static final int lmi_trade_fmt=0x7f07001c;
/** Otherwise they're listed with this to give some indication of
how far along they are. I may list "tiles left" someday
instead...
Otherwise they're listed with this to give some indication of
how far along they are. I may list "tiles left" someday
instead...
*/
public static final int moves_fmt=0x7f070000;
/** Text of "toast" (mini window briefly displayed) shown when a
game first connects to the relay. The three substitutions
are the device's order within the game (e.g. 2), the name of
the room, and how many additional players have not yet
registered with the relay in this game. This should be seen
only once per game.
Short for "points", this is shown at the right end of the
tray in place of the first tile placed along with the points
the current move would earn if committed.
pts
Text of "toast" (mini window briefly displayed) shown when a
game first connects to the relay. The three substitutions
are the device's order within the game (e.g. 2), the name of
the room, and how many additional players have not yet
registered with the relay in this game. This should be seen
only once per game.
Device %1$d connected to relay in
room \"%2$s\". Waiting for %3$d player[s].
Le périphérique %1$d est connecté au
relai dans le salon \"%2$s\". En attente de %3$d joueur[s].
Text of "toast" (mini window briefly displayed) shown when a
game first connects to the relay. The three substitutions
are the device's order within the game (e.g. 2), the name of
the room, and how many additional players have not yet
registered with the relay in this game. This should be seen
only once per game.
*/
public static final int msg_relay_waiting_fmt=0x7f070007;
/** %1$d day[s]
%1$d jour[s]
*/
public static final int nag_days_fmt=0x7f07001a;
/** body of warning notification reminder message. First three
are used to build a string based on the length of time that's then
inserted in the fourth. E.g "PlayerName moved more than 2 day[s],
4 hour[s] ago."
%1$d minute[s]
%1$d minute[s]
%1$d hour[s]
%1$d heure[s]
*/
public static final int nag_hours_fmt=0x7f070019;
/** body of warning notification reminder message. First three
are used to build a string based on the length of time that's then
inserted in the fourth. E.g "PlayerName moved more than 2 day[s],
4 hour[s] ago."
*/
public static final int nag_minutes_fmt=0x7f070018;
/** Installed %1$d new translations
%1$d nouvelles traductions installées
*/
public static final int new_xlations_fmt=0x7f070016;
/** XLATE-ME
%1$d player[s]
%1$d joueur[s]
*/
public static final int nplayers_fmt=0x7f07001d;
/** %1$d word[s] copied
%1$d mots copiés
*/
public static final int paste_done_fmt=0x7f070015;
/** Toast shown when players are missing, same time as above
but more subtle.
Toast shown when players are missing, same time as above
but more subtle.
%1$d player[s] missing
%1$d joueur[s] manquant[s]
Toast shown when players are missing, same time as above
but more subtle.
*/
public static final int players_miss_fmt=0x7f070006;
/** Text of dialog asking user to confirm a move that exchanges
tiles (instead of forming a new word to earn points)
Text of dialog asking user to confirm a move that exchanges
tiles (instead of forming a new word to earn points)
Are you sure you want to exchange the
%1$d selected tiles (%2$s)?
Êtes-vous sûr de vouloir échanger les %1$d
jetons sélectionnés (%2$s) ?
Text of dialog asking user to confirm a move that exchanges
tiles (instead of forming a new word to earn points)
*/
public static final int query_trade_fmt=0x7f07000c;
/** Resend finished; sent %1$d message[s].
Renvoi fini ; %1$d message[s] envoyé[s].
*/
public static final int resend_finished_fmt=0x7f070008;
/** Shown after "resend messages" menuitem chosen
*/
public static final int resent_msgs_fmt=0x7f07001e;
/** Intro to the paragraph listing all of the tiles remaining
Intro to the paragraph lisiting all of the tiles remaining
%1$d tiles left in pool and all
tray[s]:\n
%1$d jetons restants dans le sac et
tous les chevalets :\n
Intro to the paragraph lisiting all of the tiles remaining
*/
public static final int strd_remains_expl_fmt=0x7f07000b;
/** First line in the remaining tiles dialog (reached by tapping
the number at left end of the scoreboard)
First line in the remaining tiles dialog (reached by tapping
the number at left end of the scoreboard)
%1$d tiles left in pool.
%1$d jetons restants dans le sac.
First line in the remaining tiles dialog (reached by tapping
the number at left end of the scoreboard)
*/
public static final int strd_remains_header_fmt=0x7f07000a;
/** Notifies user of a robot trade move
returned by util_getUserString
############################################################
# :Menus:
# Context menu for main games-list screen
############################################################
title of contextual menu. Name of the selected game is
substituted in.
returned by util_getUserString
Notifies user of a robot trade move
exchanged %1$d tiles.
a échangé %1$d jetons.
returned by util_getUserString
############################################################
# Board info/error dialog messages
#
# These strings are used to create dialogs that appear during
# games while the Board screen is visible
############################################################
Notifies user of a normal robot move
string name="str_robot_moved">O robô fez esta jogada:\u0020%1$d torns jugats
about dialog stuff
Bolo zahraných %1$d ťahov
When you select the list_item_reset contextual menu, you are
asked to confirm. This is the text of the first button
("Cancel" is the second).
When you select the gamel_menu_delete_all menuitem or
list_item_delete contextual menu, you are asked to confirm.
This is the text of the first button ("Cancel" is the
second).
about dialog stuff
copyright info
Copyright (C) 1998-2015 by Eric
House. This free/open source software is released under the GNU Public
License.
copyright info
*/
public static final int about_copyright=0x7f0501cd;
/** Another paragraph giving credit for work done other than by
Eric House and translators
Another paragraph giving credit for work done other than by
Eric House and translators
Toolbar icons by Sarah Chu.
Another paragraph giving credit for work done other than by
Eric House and translators
*/
public static final int about_credits=0x7f0501d0;
/**
###########################################################
# :Dialogs:
# About dialog
#
# Dialog giving copyright and other basic info about # the app
###########################################################
String giving version info, which is substituted in.
###########################################################
# :Dialogs:
# About dialog
#
# Dialog giving copyright and other basic info about # the app
###########################################################
String giving version info, which is substituted in.
Crosswords for Android, Version %1$s,
rev %2$s, built on %3$s.
Bylo zahráno %1$d tahů
about dialog stuff
###########################################################
# :Dialogs:
# About dialog
#
# Dialog giving copyright and other basic info about # the app
###########################################################
String giving version info, which is substituted in.
*/
public static final int about_vers_fmt=0x7f0501cc;
/** Another paragraph in the about dialog
Another paragraph in the about dialog
For a manual or sourcecode see:
http://xwords.sf.net/android.php. To report bugs, suggest
features, offer to help, etc., please email:
xwords@eehouse.org.
Another paragraph in the about dialog
*/
public static final int about_web=0x7f0501ce;
/** %1$s added to %2$s studylist
*/
public static final int add_done_fmt=0x7f050280;
/** Add %1$s to studylist
*/
public static final int add_to_study_fmt=0x7f05027a;
/** Debugging stuff. Localize if you think your langauge users will
care.
XLATE-ME
For debugging
*/
public static final int advanced=0x7f0502eb;
/** This button takes you to the normal Game Configure screen
This button takes you to the normal Game Configure screen
Advanced game settings
This button takes you to the normal Game Configure screen
*/
public static final int advanced_config=0x7f050188;
/** XLATE-ME
You should never need these...
*/
public static final int advanced_summary=0x7f0502ec;
/**
The wordlist %1$s contains only
tile information. There are no words to browse.
*/
public static final int alert_empty_dict_fmt=0x7f0501eb;
public static final int app_name=0x7f050081;
/** Unable to connect to Crosswords
on the device %1$s. Please check that the device is within range
and that Crosswords is installed on it.
*/
public static final int app_not_found_fmt=0x7f0502c5;
public static final int app_version=0x7f050000;
/** the background color of the area outside the board,
e.g. between entries in the scoreboard
the background color of the area outside the board,
e.g. between entries in the scoreboard
Board background
the background color of the area outside the board,
e.g. between entries in the scoreboard
*/
public static final int background=0x7f05014c;
/** Appended to the above in the phonies_warn case. User may
ignore the warning
Appended to the above in the phonies_warn case. User may
ignore the warning
\u0020Do you still want to accept
this move?
Appended to the above in the phonies_warn case. User may
ignore the warning
*/
public static final int badwords_accept=0x7f0500f7;
/** Appended to the above in the phonies_disallow case. User has
lost his turn.
Appended to the above in the phonies_disallow case. User has
lost his turn.
Turn lost.
Appended to the above in the phonies_disallow case. User has
lost his turn.
*/
public static final int badwords_lost=0x7f0500f8;
/** title of the dialog in which the above is posted.
title of the dialog in which the above is posted.
Illegal word[s]
title of the dialog in which the above is posted.
*/
public static final int badwords_title=0x7f0500f9;
/** Blue
*/
public static final int blue=0x7f050150;
/** board menu for small devices only
board menu for small devices only
Browse wordlist
board menu for small devices only
*/
public static final int board_menu_dict=0x7f050226;
/**
############################################################
# :Menus:
# Board screen menu
############################################################
This menu commits the current move as it's been laid out on
the board
system menu for main board view
system menu for main board view
############################################################
# :Menus:
# Board screen menu
############################################################
This menu commits the current move as it's been laid out on
the board
system menu for main board view
############################################################
# :Menus:
# Board screen menu
############################################################
This menu commits the current move as it's been laid out on
the board
*/
public static final int board_menu_done=0x7f0500fa;
/** Brings up "About Crosswords" dialog
Brings up "About Crosswords" dialog
Brings up "About Crosswords" dialog
*/
public static final int board_menu_file_about=0x7f050097;
/**
Email author
*/
public static final int board_menu_file_email=0x7f0501f0;
/** menu on Game submenu: brings up dialog listing all tiles in
the language of the game along with how many of each there
are and how many points each is worth. This display is the
same throughout the game.
menu on Game submenu: brings up dialog listing all tiles in
the language of the game along with how many of each there
are and how many points each is worth. This display is the
same throughout the game.
Counts and values…
menu on Game submenu: brings up dialog listing all tiles in
the language of the game along with how many of each there
are and how many points each is worth. This display is the
same throughout the game.
*/
public static final int board_menu_game_counts=0x7f050100;
/** Brings up explanation of the game's final score. If the game
is not yet over, gives you a choice whether to end it now,
and if you decline does nothing.
Brings up explanation of the game's final score. If the game
is not yet over, gives you a choice whether to end it now,
and if you decline does nothing.
Final scores
Brings up explanation of the game's final score. If the game
is not yet over, gives you a choice whether to end it now,
and if you decline does nothing.
*/
public static final int board_menu_game_final=0x7f050103;
/** Brings up listing of all moves played so far this game.
Brings up listing of all moves played so far this game.
Game history…
Brings up listing of all moves played so far this game.
*/
public static final int board_menu_game_history=0x7f050102;
/** menu on Game submenu: brings up dialog listing all tiles not
yet played and not in the rack of the player whose rack is
visible (whose turn it is, generally). This display will
change as tiles are used and depending on what player is
asking.
menu on Game submenu: brings up dialog listing all tiles not
yet played and not in the rack of the player whose rack is
visible (whose turn it is, generally). This display will
change as tiles are used and depending on what player is
asking.
Tiles remaining…
menu on Game submenu: brings up dialog listing all tiles not
yet played and not in the rack of the player whose rack is
visible (whose turn it is, generally). This display will
change as tiles are used and depending on what player is
asking.
*/
public static final int board_menu_game_left=0x7f050101;
/** XLATE-ME
Network stats
*/
public static final int board_menu_game_netstats=0x7f0502f6;
/** Meaningful only for networked games, this menu causes all
messages that have not yet been acknowledged by a remote
device in the game to be resent. Eventually I hope to be
able to remove this from non-debug versions of the game
because users should not have to do do this EVER.
Meaningful only for networked games, this menu causes all
messages that have not yet been acknowledged by a remote
device in the game to be resent. Eventually I hope to be
able to remove this from non-debug versions of the game
because users should not have to do do this EVER.
Resend messages
Meaningful only for networked games, this menu causes all
messages that have not yet been acknowledged by a remote
device in the game to be resent. Eventually I hope to be
able to remove this from non-debug versions of the game
because users should not have to do do this EVER.
*/
public static final int board_menu_game_resend=0x7f050105;
/** Resign
*/
public static final int board_menu_game_resign=0x7f050104;
public static final int board_menu_game_showInvites=0x7f0502f7;
/** Invite
*/
public static final int board_menu_invite=0x7f050273;
/**
Pass
*/
public static final int board_menu_pass=0x7f0501dc;
/** This menu begins an exchange of tiles: puts the board into
trade mode.
This menu begins an exchange of tiles: puts the board into
trade mode.
This menu begins an exchange of tiles: puts the board into
trade mode.
*/
public static final int board_menu_trade=0x7f0500fb;
/** hide and shows the tray. On devices where there is enough
room for the full board and tray to be shown then hiding the
tray just "turns it over", i.e. shows tiles with '?'
characters.
hide and shows the tray. On devices where there is enough
room for the full board and tray to be shown then hiding the
tray just "turns it over", i.e. shows tiles with '?'
characters.
hide and shows the tray. On devices where there is enough
room for the full board and tray to be shown then hiding the
tray just "turns it over", i.e. shows tiles with '?'
characters.
*/
public static final int board_menu_tray_hide=0x7f0500fc;
public static final int board_menu_tray_show=0x7f0500fd;
/**
Undo/Redo
*/
public static final int board_menu_undo_current=0x7f050220;
/** Undos the last *committed* turn. Note that this is different
from the undo button that undoes or redoes an in-progress
not-yet-committed turn. This is disabled for networked
games.
Undos the last *committed* turn. Note that this is different
from the undo button that undoes or redoes an in-progress
not-yet-committed turn. This is disabled for networked
games.
Undo last
Undos the last *committed* turn. Note that this is different
from the undo button that undoes or redoes an in-progress
not-yet-committed turn. This is disabled for networked
games.
*/
public static final int board_menu_undo_last=0x7f0500fe;
/** preference for board size (15x15, 13x13 etc.)
default new-game setting for handline phonies (words not
found in the word list)
clarification on above
Will new games, on default, randomly rearrange the start
order of players.
clarification on hints_allowed, whether new NETWORKED games
will default to having the hint feature enabled(string
elsewhere in this file)
clarification on hints_allowed, whether new games will
default to having the hint feature enabled(string elsewhere
in this file)
dictionary used by default for robot players when creating
new game
preference for board size (15x15, 13x13 etc.)
Board size
preference for board size (15x15, 13x13 etc.)
*/
public static final int board_size=0x7f050133;
/** Title of submenu
Undos the last *committed* turn. Note that this is different
from the undo button that undoes or redoes an in-progress
not-yet-committed turn. This is disabled for networked
games.
hide and shows the tray. On devices where there is enough
room for the full board and tray to be shown then hiding the
tray just "turns it over", i.e. shows tiles with '?'
characters.
Title of submenu
Title of submenu
*/
public static final int board_submenu_game=0x7f0500ff;
/** The remaining strings (down to the color edit dialog below)
are showns as the names of editable colors and as the the
title of the color editor that comes up when the name is
tapped.
(color for) double-letter bonus squares on the board
The remaining strings (down to the color edit dialog below)
are showns as the names of editable colors and as the the
title of the color editor that comes up when the name is
tapped.
(color for) double-letter bonus squares on the board
Double letter
The remaining strings (down to the color edit dialog below)
are showns as the names of editable colors and as the the
title of the color editor that comes up when the name is
tapped.
(color for) double-letter bonus squares on the board
*/
public static final int bonus_l2x=0x7f050145;
/** Bonus value hint that's displayed in gray text in the colored
bonus square. Double-letter
Bonus value hint that's displayed in gray text in the colored
bonus square. Double-letter
Bonus value hint that's displayed in gray text in the colored
bonus square. Double-letter
*/
public static final int bonus_l2x_summary=0x7f0500e2;
/** (color for) triple-letter bonus squares on the board
(color for) triple-letter bonus squares on the board
Triple letter
(color for) triple-letter bonus squares on the board
*/
public static final int bonus_l3x=0x7f050146;
/** Bonus value hint that's displayed in gray text in the colored
bonus square. Triple-letter
Bonus value hint that's displayed in gray text in the colored
bonus square. Triple-letter
Bonus value hint that's displayed in gray text in the colored
bonus square. Triple-letter
*/
public static final int bonus_l3x_summary=0x7f0500e4;
/** (color for) double-word squares on the board
(color for) double-word squares on the board
Double word
(color for) double-word squares on the board
*/
public static final int bonus_w2x=0x7f050147;
/** Bonus value hint that's displayed in gray text in the colored
bonus square. Double-word
Bonus value hint that's displayed in gray text in the colored
bonus square. Double-word
Bonus value hint that's displayed in gray text in the colored
bonus square. Double-word
*/
public static final int bonus_w2x_summary=0x7f0500e3;
/** (color for) triple-word squares on the board
(color for) triple-word squares on the board
Triple word
(color for) triple-word squares on the board
*/
public static final int bonus_w3x=0x7f050148;
/** Bonus value hint that's displayed in gray text in the colored
bonus square. Triple-word
Bonus value hint that's displayed in gray text in the colored
bonus square. Triple-word
Bonus value hint that's displayed in gray text in the colored
bonus square. Triple-word
*/
public static final int bonus_w3x_summary=0x7f0500e5;
/**
The version of Crosswords on
\"%1$s\" is incompatible with this one for play using
Bluetooth. One of you may need to upgrade before you can
continue.
*/
public static final int bt_bad_proto_fmt=0x7f0501ff;
/**
Bluetooth sends to %1$s have failed too many
times. Re-open the game to try again.
*/
public static final int bt_fail_fmt=0x7f050204;
/** Title of device picker during invitation to a game via Bluetooth
Title of device picker during invitation to a game via Bluetooth
Bluetooth Invitation
*/
public static final int bt_invite_title=0x7f050206;
/** You currently have no paired Bluetooth
devices. Would you like to open the Android Settings Panel to add
one or more?\n\n(You may also need to open it on the device you
want to pair with.)
*/
public static final int bt_no_devs=0x7f0502c4;
/** Turn Bluetooth on
In the Bluetooth invite device dialog
In the Bluetooth invite device dialog
Add all Paired
*/
public static final int bt_pick_addall_button=0x7f0501f4;
/**
Remove checked
*/
public static final int bt_pick_clear_button=0x7f0501f5;
/**
Bluetooth send to %1$s failed; retry %3$d in
%2$d seconds.
Un envoi Bluetooth à %1$s a échoué ; essai
%3$d dans %2$d secondes.
*/
public static final int bt_resend_fmt=0x7f050203;
/** text of button for adding new player to game
text for separator above the list of players that's used for
networked games. The numbers of local and non-local players
are substituted for %1$d and %2$d.
text of button for adding new player to game
Add player
text of button for adding new player to game
*/
public static final int button_add_player=0x7f0500b8;
/** The only button available when the above message is displayed
The only button available when the above message is displayed
Close game
The only button available when the above message is displayed
*/
public static final int button_close_game=0x7f050199;
/** Decline
*/
public static final int button_decline=0x7f050253;
/**
*/
public static final int button_default_both=0x7f0500ae;
/** These three strings are the text for three buttons giving
choices in respose to the dialog launched in response to the
dicts_item_select menu (see dicts_item_select above.)
These three strings are the text for three buttons giving
choices in respose to the dialog launched in response to the
dicts_item_select menu (see dicts_item_select above.)
Additional text appended to text confirm_delete_dictf in the
wordlist delete confiration dialog in the case where the
wordlist to be deleted is the last in its language. The name
of the language is substituted for %s.
\u0020É a única lista de
palavras em %s instalada. Um ou mais jogos não poderão ser abertos
sem ela.
Additional text appended to text confirm_delete_dictf in the
wordlist delete confiration dialog in the case where the
wordlist to be deleted is NOT the last in its language. The
name of the language is substituted for %s.
############################################################
# :Dialogs:
# Wordlists screen dialogs
############################################################
Used as the text fo the confirming/querying dialog that goes
up when the dicts_item_select menuitem is chosen. The
possible answers are the three button text strings below.
Para que jogadores essa lista
de palavras deve ser a padrão para novos jogos? (o idioma %s será
padrão para ambos.)
These three strings are the text for three buttons giving
choices in respose to the dialog launched in response to the
dicts_item_select menu (see dicts_item_select above.)
*/
public static final int button_default_human=0x7f0500ac;
/**
*/
public static final int button_default_robot=0x7f0500ad;
/** When you select the gamel_menu_delete_all menuitem or
list_item_delete contextual menu, you are asked to confirm.
This is the text of the first button ("Cancel" is the
second).
When you select the gamel_menu_delete_all menuitem or
list_item_delete contextual menu, you are asked to confirm.
This is the text of the first button ("Cancel" is the
second).
Otherwise they're listed with this to give some indication of
how far along they are. I may list "tiles left" someday
instead...
%1$d turnos jogados
When you select the gamel_menu_delete_all menuitem or
list_item_delete contextual menu, you are asked to confirm.
This is the text of the first button ("Cancel" is the
second).
*/
public static final int button_delete=0x7f050090;
/** Used for button in dialog put up with the relay says the
remote partner of this game has deleted it. Ok, meaning
"don't discard", is the other option. This same button is
used as an option in the Game config dialog, where "Save" is
the other option, for discarding changes that would otherwise
reset a game.
Used for button in dialog put up with the relay says the
remote partner of this game has deleted it. Ok, meaning
"don't discard", is the other option. This same button is
used as an option in the Game config dialog, where "Save" is
the other option, for discarding changes that would otherwise
reset a game.
Discard
Used for button in dialog put up with the relay says the
remote partner of this game has deleted it. Ok, meaning
"don't discard", is the other option. This same button is
used as an option in the Game config dialog, where "Save" is
the other option, for discarding changes that would otherwise
reset a game.
*/
public static final int button_discard=0x7f0501a9;
/** XLATE-ME
Discard changes
*/
public static final int button_discard_changes=0x7f0502e3;
/**
Done
*/
public static final int button_done=0x7f0501d9;
/**
Done with %1$s
*/
public static final int button_done_fmt=0x7f0501da;
/** Text of button displayed when downloading is an option
This is an alternative message presented when there's also
the option of downloading another wordlist. Game name,
wordlist name and language are substituted in.
If the missing wordlist is discovered when trying to open the
game, we have more options. If there's another wordlist in
the same language, we can offer to substitute without needing
to download. Otherwise the user must choose between
downloading and not opening the game. This first message
takes wordlist name and language substituted in for %1$ and
%2$
The only button available when the above message is displayed
If the wordlist disappears mid-game there are no choices,
just an explanation and this button, after which the game
closes.
Text of button displayed when downloading is an option
Download
Text of button displayed when downloading is an option
*/
public static final int button_download=0x7f05019c;
/** XLATE-ME
Edit
*/
public static final int button_edit=0x7f0502e2;
public static final int button_enable=0x7f050326;
/** XLATE-ME
Enable Bluetooth
*/
public static final int button_enable_bt=0x7f05023e;
/** XLATE-ME
Enable SMS
*/
public static final int button_enable_sms=0x7f05023d;
public static final int button_go_settings=0x7f050275;
/**
Invite checked
*/
public static final int button_invite=0x7f050205;
/** text of button to juggle (randomly rearrange order of) players
text of button to juggle (randomly rearrange order of) players
Shuffle players
text of button to juggle (randomly rearrange order of) players
*/
public static final int button_juggle_players=0x7f0500b9;
/** XLATE-ME
Later
*/
public static final int button_later=0x7f05023f;
/** New strings that need to be documented and found a home
above.
New strings that need to be documented and found a home
above.
Look up words
New strings that need to be documented and found a home
above.
*/
public static final int button_lookup=0x7f0501d3;
/**
Look up %1$s
*/
public static final int button_lookup_fmt=0x7f0501d5;
/** Look up/study words
*/
public static final int button_lookup_study=0x7f0501d4;
/** Look up/study %1$s
*/
public static final int button_lookup_study_fmt=0x7f0501d6;
/**
Move
*/
public static final int button_move=0x7f0501de;
/** What is \u200C? English strings are used as keys, so they all
need to be unique. This glyph is non-printing and of
zero-width, so it should do the trick:
http://en.wikipedia.org/wiki/Zero-width_non-joiner
############################################################
# :Screens:
# Main screen (list of games)
#
# This is the first screen you see when you launch Crosswords
############################################################
Text of menuitem in main games-list screen's menu
DO NOT EDIT THIS FILE!!!!
It was generated (from res_src/values-ca/strings.xml).
Any changes you make to it will be lost.
DO NOT EDIT THIS FILE!!!!
It was generated (from res_src/values-sk/strings.xml).
Any changes you make to it will be lost.
Text of menuitem in main games-list screen's menu
DO NOT EDIT THIS FILE!!!!
It was generated (from res_src/values-nl/strings.xml).
Any changes you make to it will be lost.
DO NOT EDIT THIS FILE!!!!
It was generated (from res_src/values-fr/strings.xml).
Any changes you make to it will be lost.
What is \u200C? English strings are used as keys, so they all
need to be unique. This glyph is non-printing and of
zero-width, so it should do the trick:
http://en.wikipedia.org/wiki/Zero-width_non-joiner
############################################################
# :Screens:
# Main screen (list of games)
#
# This is the first screen you see when you launch Crosswords
############################################################
Text of menuitem in main games-list screen's menu
DO NOT EDIT THIS FILE!!!!
It was generated (from res_src/values-cs/strings.xml).
Any changes you make to it will be lost.
DO NOT EDIT THIS FILE!!!!
It was generated (from res_src/values-pt/strings.xml).
Any changes you make to it will be lost.
############################################################
# :Screens:
# Main screen (list of games)
#
# This is the first screen you see when you launch Crosswords
############################################################
Text of button at bottom of main games-list screen and of
menuitem in main games-list screen's menu. (The botton can
be hidden in the same way as the above text.)
*/
public static final int button_new_game=0x7f050085;
/** Games list screen menuitem text for creating a new group
Games list screen menuitem text for creating a new group
*/
public static final int button_new_group=0x7f050086;
/** New group
*/
public static final int button_newgroup=0x7f0501df;
/** No
*/
public static final int button_no=0x7f0501a7;
/** Text for button in new-user-info dialog with title just
above.
Text for button in new-user-info dialog with title just
above.
Do not show again
Text for button in new-user-info dialog with title just
above.
*/
public static final int button_notagain=0x7f0501b5;
/** Reconnect
*/
public static final int button_reconnect=0x7f050265;
public static final int button_reinvite=0x7f0502dd;
/**
*/
public static final int button_relay_add=0x7f050211;
/** Button shown in game over dialog triggering creation of new
game with the same players and parameters as the one that
just ended.
Button shown in game over dialog triggering creation of new
game with the same players and parameters as the one that
just ended.
Rematch
Button shown in game over dialog triggering creation of new
game with the same players and parameters as the one that
just ended.
*/
public static final int button_rematch=0x7f050264;
/** When you select the list_item_reset contextual menu, you are
asked to confirm. This is the text of the first button
("Cancel" is the second).
When you select the list_item_reset contextual menu, you are
asked to confirm. This is the text of the first button
("Cancel" is the second).
When you select the list_item_reset contextual menu, you are
asked to confirm. This is the text of the first button
("Cancel" is the second).
*/
public static final int button_reset=0x7f050091;
/** Used for a button when informing user that his attempt to
connect to the relay failed because the room named does not
exist. (I believe this no longer occurs.)
Used for a button when informing user that his attempt to
connect to the relay failed because the room named does not
exist. (I believe this no longer occurs.)
Retry
Used for a button when informing user that his attempt to
connect to the relay failed because the room named does not
exist. (I believe this no longer occurs.)
*/
public static final int button_retry=0x7f0501aa;
/**
############################################################
# :Menus:
# Preferences screen menus
#
# There are two menuitems availble via the menu key from this
# screen
############################################################
text of first menu item. Will revert all preferences to
their default/original values
############################################################
# :Menus:
# Preferences screen menus
#
# There are two menuitems availble via the menu key from this
# screen
############################################################
text of first menu item. Will revert all preferences to
their default/original values
Restore all
############################################################
# :Menus:
# Preferences screen menus
#
# There are two menuitems availble via the menu key from this
# screen
############################################################
text of first menu item. Will revert all preferences to
their default/original values
*/
public static final int button_revert_all=0x7f05011b;
/** Second menu item. Reverts only the colors to their
default/original values
Second menu item. Reverts only the colors to their
default/original values
Restore colors
Second menu item. Reverts only the colors to their
default/original values
*/
public static final int button_revert_colors=0x7f05011d;
/** Used in Game config dialog to confirm saving changes that reset a game
Used in Game config dialog to confirm saving changes that reset a game
Save
Used in Game config dialog to confirm saving changes that reset a game
*/
public static final int button_save=0x7f0501a8;
/**
Find
*/
public static final int button_search=0x7f0501e0;
/**
Import contact
*/
public static final int button_sms_add=0x7f050210;
/** Text of button allowing user to choose to open with a
different (but same-language wordlist)
Text of button allowing user to choose to open with a
different (but same-language wordlist)
Substitute
Text of button allowing user to choose to open with a
different (but same-language wordlist)
*/
public static final int button_substdict=0x7f05019d;
/** Cancel trade
*/
public static final int button_trade_cancel=0x7f0500e0;
/**
############################################################
# :Screens:
# Board screen
#
#
# (an open game, with the 15x15 grid of # squares, letters
# played etc., is displayed here)
############################################################
Buttons shown at bottom when board is in exchange mode,
i.e. after user has picked board_menu_trade menu item
############################################################
# :Screens:
# Board screen
#
#
# (an open game, with the 15x15 grid of # squares, letters
# played etc., is displayed here)
############################################################
Buttons shown at bottom when board is in exchange mode,
i.e. after user has picked board_menu_trade menu item
Commit trade
############################################################
# :Screens:
# Board screen
#
#
# (an open game, with the 15x15 grid of # squares, letters
# played etc., is displayed here)
############################################################
Buttons shown at bottom when board is in exchange mode,
i.e. after user has picked board_menu_trade menu item
*/
public static final int button_trade_commit=0x7f0500df;
/** Button for alert with title above
*/
public static final int button_wait=0x7f0502dc;
/**
############################################################
# Dialogs
############################################################
Text for buttons at the bottom of dialogs. These first are
in many places.
Text of confirmation dialog for above
Second menu item. Reverts only the colors to their
default/original values
Text of confirmation dialog for above
############################################################
# :Menus:
# Preferences screen menus
#
# There are two menuitems availble via the menu key from this
# screen
############################################################
text of first menu item. Will revert all preferences to
their default/original values
############################################################
# Dialogs
############################################################
Text for buttons at the bottom of dialogs. These first are
in many places.
Yes
When a move is fetched from the relay a Notification is
posted. These are its title, which appears in the top bar of the
device, and the body that appears when you pull the notifications
down.
############################################################
# Dialogs
############################################################
Text for buttons at the bottom of dialogs. These first are
in many places.
*/
public static final int button_yes=0x7f0501a6;
/** The group for new games, %1$s,
cannot be deleted.
*/
public static final int cannot_delete_default_group_fmt=0x7f050263;
/** Move selected games to:
*/
public static final int change_group=0x7f050268;
/** text of button in About Crosswords dialog summoning above
dialog
text of button in About Crosswords dialog summoning above
dialog
Recent changes\u200C
text of button in About Crosswords dialog summoning above
dialog
*/
public static final int changes_button=0x7f0501d2;
/** text of dialog showing the set of changes made since the last
release
text of dialog showing the set of changes made since the last
release
Recent changes
text of dialog showing the set of changes made since the last
release
*/
public static final int changes_title=0x7f0501d1;
/** Prefix for local messages
Prefix for local messages
Me:\u0020
Prefix for local messages
*/
public static final int chat_local_id=0x7f050183;
/**
############################################################
# :Menus:
# Chat messages screen menu
############################################################
This is the only menu item in the chat screen. Press it and
all the chat messages are erased. There is no effect on
other devices in the game: no "clear chat" message is
transmitted.
############################################################
# :Menus:
# Chat messages screen menu
############################################################
This is the only menu item in the chat screen. Press it and
all the chat messages are erased. There is no effect on
other devices in the game: no "clear chat" message is
transmitted.
Clear history
############################################################
# :Menus:
# Chat messages screen menu
############################################################
This is the only menu item in the chat screen. Press it and
all the chat messages are erased. There is no effect on
other devices in the game: no "clear chat" message is
transmitted.
*/
public static final int chat_menu_clear=0x7f050186;
/** Prefix for remote messages
Prefix for remote messages
Not me:\u0020
Prefix for remote messages
*/
public static final int chat_other_id=0x7f050184;
/** Text on the button that causes the contents of the
message-composition field to be sent.
Text on the button that causes the contents of the
message-composition field to be sent.
Send
Text on the button that causes the contents of the
message-composition field to be sent.
*/
public static final int chat_send=0x7f050185;
/** ############################################################
# :Screens:
# Chat screen
#
# Shown when the chat button is pressed from the Board screen
# or when a chat message (as opposed to a move message) comes
# in from the relay. It displays a history of messages with
# slightly different colored backgrounds and with prefixes to
# indicate whether they are local or remote in origin.
############################################################
title of the chat screen. The name of the current game is
substituted for %1$s.
############################################################
# :Screens:
# Chat screen
#
# Shown when the chat button is pressed from the Board screen
# or when a chat message (as opposed to a move message) comes
# in from the relay. It displays a history of messages with
# slightly different colored backgrounds and with prefixes to
# indicate whether they are local or remote in origin.
############################################################
title of the chat screen. The name of the current game is
substituted for %1$s.
%1$s message history
############################################################
# :Screens:
# Chat screen
#
# Shown when the chat button is pressed from the Board screen
# or when a chat message (as opposed to a move message) comes
# in from the relay. It displays a history of messages with
# slightly different colored backgrounds and with prefixes to
# indicate whether they are local or remote in origin.
############################################################
title of the chat screen. The name of the current game is
substituted for %s.
*/
public static final int chat_title_fmt=0x7f050182;
/** Checking for wordlists in %1$s…
*/
public static final int checking_for_fmt=0x7f05031d;
/** Checking
*/
public static final int checking_title=0x7f05031c;
/** Everything is up-to-date.
*/
public static final int checkupdates_none_found=0x7f050241;
/** EXPERIMENTAL: "label" for invite on clipboard. If it's shown
it's by some Android utility
*/
public static final int clip_label=0x7f05032f;
/** color of the "crosshairs", lines drawn vertically and
horizontally through the square the user is currently
touching in order to guide the fat-fingered (most of us) in
operations that require accurately selecting a single square
on the board.
color of the "crosshairs", lines drawn vertically and
horizontally through the square the user is currently
touching in order to guide the fat-fingered (most of us) in
operations that require accurately selecting a single square
on the board.
Crosshairs color
color of the "crosshairs", lines drawn vertically and
horizontally through the square the user is currently
touching in order to guide the fat-fingered (most of us) in
operations that require accurately selecting a single square
on the board.
*/
public static final int clr_crosshairs=0x7f050149;
/** XLATE-ME
This game has no way to connect
and cannot be saved. Would you like to discard your changes, or
edit to give it a way to connect?
*/
public static final int config_no_connvia=0x7f0502e1;
public static final int confirm_clear_chat=0x7f050331;
public static final int confirm_clear_relay=0x7f050218;
/** Additional text appended to text confirm_delete_dictf in the
wordlist delete confiration dialog in the case where the
wordlist to be deleted is the last in its language. The name
of the language is substituted for %1$s.
Additional text appended to text confirm_delete_dictf in the
wordlist delete confiration dialog in the case where the
wordlist to be deleted is the last in its language. The name
of the language is substituted for %1$s.
*/
public static final int confirm_deleteonly_dicts_fmt=0x7f0500aa;
public static final int confirm_drop_relay=0x7f050322;
public static final int confirm_drop_relay_bt=0x7f050324;
public static final int confirm_drop_relay_sms=0x7f050325;
/** Your device is set up for
%1$s. Would you like to download a wordlist so you can play
Crosswords in %1$s?
*/
public static final int confirm_get_locdict_fmt=0x7f0502ea;
/** Text of confirmation dialog for above
Text of confirmation dialog for above
Are you sure you want to restore
all settings to their original values?
Text of confirmation dialog for above
*/
public static final int confirm_revert_all=0x7f05011e;
/** Text of confirmation dialog for above
Text of confirmation dialog for above
Are you sure you want to
restore all color settings to their original values?
Text of confirmation dialog for above
*/
public static final int confirm_revert_colors=0x7f05011c;
/** title of confirmation dialog put up when user has unlocked an
in-progress game and wants to save changes (has hit the
play button).
title of confirmation dialog put up when user has unlocked an
in-progress game and wants to save changes (has hit the
play button).
This game is in play. If you
save these changes it must be restarted. Do you want to save
these changes?
title of confirmation dialog put up when user has unlocked an
in-progress game and wants to save changes (has hit the
play button).
*/
public static final int confirm_save=0x7f0500d2;
/** title of above confirmation dialog
############################################################
# :Menus:
# Wordlists screen menus
############################################################
title of contextual menu item. If chosen it brings up a
dialog that offers to move the selected wordlist from its
current storage location to the other. This menuitem is
hidden if the selected wordlist is built in or if there is
only one possible storage location, e.g. if the device has no
SD card slot.
If you tap the download_dicts button and Android fails to
find and launch an app that's registered to handle http
downloads a Toast is posted with this message.
Used to describe wordlists that are in the Downloads
directory. Currently I don't look there so this is unused,
but I will eventually do so. This should be the same name as
the built-in Android web browser uses for the directory where
it saves files it downloads.
One of the strings used in the right column of the list of
installed wordlists to describe those that are part of
Crosswords and that cannot be uninstalled or moved.
loc_internal and loc_external are the other possible strings
in this column.
title of above confirmation dialog
Confirm save
title of above confirmation dialog
*/
public static final int confirm_save_title=0x7f0500d3;
/**
Warning: This feature is meant for
phones with unlimited texting plans. Once you enable it dozens of
SMS (text) messages will be sent (invisibly) for each game
played. If you don\'t have an unlimited plan your carrier may
charge you for each and every message!\n\nShould play via SMS be
enabled?
*/
public static final int confirm_sms_expl=0x7f050236;
/**
No: leave disabled
*/
public static final int confirm_sms_leave=0x7f050238;
/**
Enable play via SMS?
*/
public static final int confirm_sms_prompt=0x7f050237;
/**
Confirm your SMS plan
*/
public static final int confirm_sms_title=0x7f050235;
/**
Yes: I have unlimited texting
*/
public static final int confirm_sms_unlimited=0x7f050239;
/**
Yes: I\'ll pay all carrier charges
*/
public static final int confirm_sms_willpay=0x7f05023a;
/** text of dialog shown when the menu item board_menu_undo_last
is chosen.
text of dialog shown when the menu item board_menu_undo_last
is chosen.
Are you sure you want to undo the
last committed turn? (There is no redo option.)
text of dialog shown when the menu item board_menu_undo_last
is chosen.
*/
public static final int confirm_undo_last=0x7f050119;
/** Once every day
*/
public static final int connect_daily=0x7f050168;
/** Every 15 minutes
*/
public static final int connect_fifteen_mins=0x7f050164;
/** Every 5 minutes
*/
public static final int connect_five_mins=0x7f050163;
/**
############################################################
# :Screens:
# Network game settings preference subscreen (within
# Preferences screen)
############################################################
When there are networked games connecting using the relay,
Crosswords wakes up periodically to check if there are any
new moves available and fetches them. This controls how
frequently that check is done.
############################################################
# :Screens:
# Network game settings preference subscreen (within
# Preferences screen)
############################################################
When there are networked games connecting using the relay,
Crosswords wakes up periodically to check if there are any
new moves available and fetches them. This controls how
frequently that check is done.
Background move check
############################################################
# :Screens:
# Network game settings preference subscreen (within
# Preferences screen)
############################################################
When there are networked games connecting using the relay,
Crosswords wakes up periodically to check if there are any
new moves available and fetches them. This controls how
frequently that check is done.
*/
public static final int connect_frequency=0x7f050161;
/** text of separator marking out the connection area of the dialog
XLATE-ME
Connection (via %1$s)
*/
public static final int connect_label_fmt=0x7f0500bc;
/**
Are you sure you want to delete the
checked phone number[s]?
Connection (via SMS/text)
*/
public static final int connect_label_sms=0x7f050219;
/** These are the possible values for the connect_frequency
setting presented as a drop-down list.
These are the possible values for the connect_frequency
setting presented as a drop-down list.
Never check
These are the possible values for the connect_frequency
setting presented as a drop-down list.
*/
public static final int connect_never=0x7f050162;
/** Every hour
*/
public static final int connect_one_hour=0x7f050166;
/** Every six hours
*/
public static final int connect_six_hours=0x7f050167;
/** Every 30 minutes
*/
public static final int connect_thirty_mins=0x7f050165;
/** XLATE-ME
Change Communicate via
*/
public static final int connection_via_label=0x7f0502d7;
/**
(Last failure was %1$s)
*/
public static final int connstat_lastother_succ_fmt=0x7f05022d;
/**
(Last successful send was
%1$s)
*/
public static final int connstat_lastother_unsucc_fmt=0x7f05022e;
/**
Last receipt was %1$s
*/
public static final int connstat_lastreceipt_fmt=0x7f05022f;
/**
Last send was %1$s (%2$s)
*/
public static final int connstat_lastsend_fmt=0x7f05022c;
/**
Network status for game connected via
%1$s:
*/
public static final int connstat_net_fmt=0x7f050229;
public static final int connstat_net_noaddr=0x7f050228;
/**
No messages have been received.
*/
public static final int connstat_noreceipt=0x7f050230;
/**
internet/relay
*/
public static final int connstat_relay=0x7f050231;
/**
sms/texting
*/
public static final int connstat_sms=0x7f050232;
/**
successful
*/
public static final int connstat_succ=0x7f05022a;
/**
unsuccessful
*/
public static final int connstat_unsucc=0x7f05022b;
/** title of dialog brought up in response to the
board_menu_game_counts menu. The dialog lists all tiles in
the language being used for the game together with how many
of each there are are and how many points each is worth.
title of dialog brought up in response to the
board_menu_game_counts menu. The dialog lists all tiles in
the language being used for the game together with how many
of each there are are and how many points each is worth.
Tile Counts and Values
title of dialog brought up in response to the
board_menu_game_counts menu. The dialog lists all tiles in
the language being used for the game together with how many
of each there are are and how many points each is worth.
*/
public static final int counts_values_title=0x7f0501af;
/** %1$s (in use)
*/
public static final int cur_menu_marker_fmt=0x7f050272;
/**
Tile picker\n(so far: %1$s)
*/
public static final int cur_tiles_fmt=0x7f0501e4;
/** SMS Data is only available on GSM phones.
*/
public static final int data_gsm_only=0x7f05028f;
/** SD card write complete.
*/
public static final int db_store_done=0x7f05031e;
/** XLATE-ME
Enable debug features
*/
public static final int debug_features=0x7f0502f2;
/** XLATE-ME
Menuitems etc. (release builds
only)
*/
public static final int debug_features_summary=0x7f0502f3;
/** dictionary used by default for human players when creating
new game
clarification of above
sub-preference for dictionaries (soon to be called "word lists")
Used to indicate that a preference is not enabled, i.e. not
part of the game and that the user should ignore it.
Label for the fourth "player name" preference (unused)
Label for the third "player name" preference (unused)
Label for the second "player name" preference (unused)
Label for the first "player name" preference
clarification of the above
sub-preference title for editing default player names.
There's only enabled now, though.
dictionary used by default for human players when creating
new game
Wordlist for humans
dictionary used by default for human players when creating
new game
*/
public static final int default_dict=0x7f05012b;
/** other
*/
public static final int default_host=0x7f05007b;
/** label within default wordlists in app preferences
label within default wordlists in app preferences
Default language
*/
public static final int default_language=0x7f0502c6;
/** Store wordlists internally
*/
public static final int default_loc=0x7f050256;
/** (Not in external/sdcard memory)
*/
public static final int default_loc_summary=0x7f050257;
/** Welcome dialog text
Welcome dialog text
Thanks for installing
Crosswords!\n\nFeel free to enter your name here. It will be used
when creating new games. (You can change it later in the \"New
game default\" section of Settings.)
Welcome dialog text
*/
public static final int default_name_message=0x7f0501cb;
/**
###########################################################
# :Dialogs:
# Welcome dialog
#
# Shown the first time a user launches Crosswords (and
# again only if the preference for default first user
# name is cleared). Its purpose is to encourage him to
# enter the name of the most common non-robot player on
# this device.
###########################################################
Welcome dialog title
###########################################################
# :Dialogs:
# Welcome dialog
#
# Shown the first time a user launches Crosswords (and
# again only if the preference for default first user
# name is cleared). Its purpose is to encourage him to
# enter the name of the most common non-robot player on
# this device.
###########################################################
Welcome dialog title
Welcome
###########################################################
# :Dialogs:
# Welcome dialog
#
# Shown the first time a user launches Crosswords (and
# again only if the preference for default first user
# name is cleared). Its purpose is to encourage him to
# enter the name of the most common non-robot player on
# this device.
###########################################################
Welcome dialog title
*/
public static final int default_name_title=0x7f0501ca;
/** default new-game setting for handline phonies (words not
found in the word list)
default new-game setting for handline phonies (words not
found in the word list)
Handle phonies
default new-game setting for handline phonies (words not
found in the word list)
*/
public static final int default_phonies=0x7f050131;
/** dictionary used by default for robot players when creating
new game
dictionary used by default for robot players when creating
new game
Wordlist for robots
dictionary used by default for robot players when creating
new game
*/
public static final int default_robodict=0x7f05012c;
public static final int default_update_url=0x7f050080;
/** Delete wordlist[s]
*/
public static final int delete_dicts=0x7f0502b1;
public static final int devid_title=0x7f0502fa;
/**
Playing via SMS is currently disabled.
You can enable it in Settings->Network game settings.
SMS Game %1$X
*/
public static final int dft_sms_name_fmt=0x7f05020e;
/**
No word in %1$s starts with
%2$s.
*/
public static final int dict_browse_nowords_fmt=0x7f0501e8;
/**
%1$s (%2$d words using %3$d
tiles)
%1$s (%2$d mots utilisant %3$d jetons)
*/
public static final int dict_browse_title1_fmt=0x7f0501e7;
/**
%1$s (%2$d words using %3$d-%4$d
tiles)
%1$s (%2$d mots utilisant de %3$d à
%4$d jetons)
*/
public static final int dict_browse_title_fmt=0x7f0501e6;
/** %1$s (%2$s/%3$d words)
*/
public static final int dict_desc_fmt=0x7f0502b8;
/** XLATE-ME
Wordlist download URL
*/
public static final int dict_host=0x7f0502ef;
/** Number of words: %1$d\nDownload size:
%2$dK\nNote: %3$s
*/
public static final int dict_info_fmt=0x7f0502b5;
/** label for dropdown by which wordlist is chosen that this
player will use. The language the game will use (which
constrains the choice of wordlists) is substituted in for
"%1$s".
label for dropdown by which wordlist is chosen that this
player will use. The language the game will use (which
constrains the choice of wordlists) is substituted in for
"%1$s".
Wordlist (in %1$s)
label for dropdown by which wordlist is chosen that this
player will use. The language the game will use (which
constrains the choice of wordlists) is substituted in for
"%s".
*/
public static final int dict_lang_label_fmt=0x7f0500db;
/** Tap to download
*/
public static final int dict_on_server=0x7f0502b7;
/** string name="invite_mime">text/plainInstalled wordlists (in %1$s)
If the dropdown is selected, this is the title displayed
above the list of selectable items. The language the game
will use is substituted in for "%s".
*/
public static final int dicts_list_prompt_fmt=0x7f0500dc;
public static final int disable_nag_solo_title=0x7f0502e9;
/** Do not notify me no matter
how long it\'s been my turn
*/
public static final int disable_nag_summary=0x7f0502e8;
/** Disable turn reminders
*/
public static final int disable_nag_title=0x7f0502e7;
public static final int disable_nags_title=0x7f0502e6;
/** text of item at bottom of dicts choice spinner. It
launches the browser pointed at the site where additional
wordlists can be found.
title of popup used to determine how words are handled that
are not in the wordlist used for the game (or player if using
different wordlists per player)
Three possible choices presented in the popup above
title of popup used to select how "smart" (how capable) the
robot player will be.
text of item at bottom of dicts choice spinner. It
launches the browser pointed at the site where additional
wordlists can be found.
text of button at the bottom of the screen. It launches the
browser pointed at the site where additional wordlists can be
found.
*/
public static final int download_dicts=0x7f0500a5;
/** Download finished
*/
public static final int download_done=0x7f050254;
/** Download unsuccessful
*/
public static final int download_failed=0x7f050255;
/** Downloads Directory
*/
public static final int download_path_title=0x7f050258;
/** Downloading %1$s…
*/
public static final int downloading_dict_fmt=0x7f050196;
public static final int drop_relay_warning_fmt=0x7f050321;
/** Display snapshots of games
Display snapshots of games
Invitation received but ignored: it
has already been used to create a game.
*/
public static final int dropped_dupe=0x7f050271;
/** Shown in the main screen when you launch Crosswords from an
invitation (received in email or messaging app, say) and
there's already a game running that matches that invitation.
It's to prevent you from opening multiple games and getting
confused. But some people who play together all the time use
the same room name over and over so they'll get this warning
and it's harmless to ignore it.
Shown in the main screen when you launch Crosswords from an
invitation (received in email or messaging app, say) and
there's already a game running that matches that invitation.
It's to prevent you from opening multiple games and getting
confused. But some people who play together all the time use
the same room name over and over so they'll get this warning
and it's harmless to ignore it.
You already have a game that seems
to have been created (on %1$s) from the same invitation. Are you
sure you want to create another?
Shown in the main screen when you launch Crosswords from an
invitation (received in email or messaging app, say) and
there's already a game running that matches that invitation.
It's to prevent you from opening multiple games and getting
confused. But some people who play together all the time use
the same room name over and over so they'll get this warning
and it's harmless to ignore it.
*/
public static final int dup_game_query_fmt=0x7f0501ab;
/**
Send comment via
*/
public static final int email_author_chooser=0x7f0501f2;
/** Nor is my email address
*/
public static final int email_author_email=0x7f05007a;
/**
Should not be translated
*/
public static final int email_author_subject=0x7f0501f1;
/**
Should not be translated
*/
public static final int email_body_rev_fmt=0x7f0501f3;
/** color of empty squares on the board (that are not bonus squares)
color of empty squares on the board (that are not bonus squares)
Empty cell/background
color of empty squares on the board (that are not bonus squares)
*/
public static final int empty=0x7f05014b;
/**
*/
public static final int empty_relay_inviter=0x7f050215;
/** Shows in SMS Invite dialog when no phone numbers have been saved previously
Shows in SMS Invite dialog when no phone numbers have been saved previously
This phone list is empty. Use the
\"Import contact\" button to add people you want to invite, the +
button to enter numbers directly.
*/
public static final int empty_sms_inviter=0x7f050214;
/** XLATE-ME
Accept invitations more than once
*/
public static final int enable_dupes_summary=0x7f050302;
/** XLATE-ME
Accept duplicate invites
*/
public static final int enable_dupes_title=0x7f050300;
/** NFC is turned off on this device. You
can use the Android Settings app to turn it on .
*/
public static final int enable_nfc=0x7f050274;
/** XLATE-ME
Fake invitation to aid debugging
*/
public static final int enable_nfc_toself_summary=0x7f050305;
/** XLATE-ME
Enable NFC to self
*/
public static final int enable_nfc_toself_title=0x7f050304;
/** XLATE-ME
Rooms others can see and join
*/
public static final int enable_pubroom_summary=0x7f0502d6;
/** XLATE-ME
Enable public rooms
*/
public static final int enable_pubroom_title=0x7f0502d5;
public static final int enable_relay_toself_summary=0x7f05032d;
public static final int enable_relay_toself_title=0x7f05032c;
/**
Allow games via SMS
*/
public static final int enable_sms=0x7f050233;
/**
Only if you have unlimited texting!
*/
public static final int enable_sms_summary=0x7f050234;
/** XLATE-ME
Skip radio when phone numbers same
*/
public static final int enable_sms_toself_summary=0x7f050307;
/** XLATE-ME
Short-circuit SMS to self
*/
public static final int enable_sms_toself_title=0x7f050306;
/** Tap tiles to select…
*/
public static final int entering_trade=0x7f0500e1;
/** XLATE-ME
Duplicate invitation rejected:
device \"%1$s\" has already accepted an invitation to this
game.
*/
public static final int err_dup_invite_fmt=0x7f0502d0;
/** XLATE-ME
Update checks URL
*/
public static final int expl_update_url=0x7f050311;
/** if this preference is checked, a dialog will be posted every
time a robot makes a move or a move is received from a remote
player.
clarification of above
Checkbox that when set keeps the device screen from dimming
if the board screen is what's displayed. This is to allow
users to think about a move without having to touch the
screen all the time.
if this preference is checked, a dialog will be posted every
time a robot makes a move or a move is received from a remote
player.
Explain other moves
if this preference is checked, a dialog will be posted every
time a robot makes a move or a move is received from a remote
player.
*/
public static final int explain_robot=0x7f050153;
/** explanation of the above
explanation of the above
Display score summary after
every robot or remote turn
explanation of the above
*/
public static final int explain_robot_summary=0x7f050154;
public static final int fetching_from_relay=0x7f050333;
/** title of dialog brought up in response to the
board_menu_game_final menu. The dialog displays the final
score and an accounting of it (including subtractions for
running out the game timer if there is one.)
title of dialog brought up in response to the
board_menu_game_final menu. The dialog displays the final
score and an accounting of it (including subtractions for
running out the game timer if there is one.)
Final scores\u200C
title of dialog brought up in response to the
board_menu_game_final menu. The dialog displays the final
score and an accounting of it (including subtractions for
running out the game timer if there is one.)
*/
public static final int finalscores_title=0x7f0501b1;
/** Explanatory text appears in the dialog
Explanatory text appears in the dialog
In a multi-device game there must be at
least one player from and another not from this device. Please
check off-device players.
Explanatory text appears in the dialog
*/
public static final int force_expl=0x7f0500d6;
/** XLATE-ME
Pretend to have radio
*/
public static final int force_radio_title=0x7f050308;
/** Even if my screen is too small
*/
public static final int force_tablet_summary=0x7f0502bc;
/** Force tablet layout
*/
public static final int force_tablet_title=0x7f0502bb;
/**
############################################################
# :Dialogs:
# Force remote dialog
#
# This alert dialog comes up when you're it the player edit
# dialog for a networked game and try to exit with none of the
# players configured as a remote player. It forces you to mark
# one of them (or marks one itself if you cancel it.)
############################################################
title of this dialog
############################################################
# :Dialogs:
# Force remote dialog
#
# This alert dialog comes up when you're it the player edit
# dialog for a networked game and try to exit with none of the
# players configured as a remote player. It forces you to mark
# one of them (or marks one itself if you cancel it.)
############################################################
title of this dialog
Off-device player[s]
############################################################
# :Dialogs:
# Force remote dialog
#
# This alert dialog comes up when you're it the player edit
# dialog for a networked game and try to exit with none of the
# players configured as a remote player. It forces you to mark
# one of them (or marks one itself if you cancel it.)
############################################################
title of this dialog
*/
public static final int force_title=0x7f0500d5;
/** Displayed as a "Toast" (mini window briefly displayed) if you
didn't choose a remote player and I was forced to pick one. I
always pick the first.
Displayed as a "Toast" (mini window briefly displayed) if you
didn't choose a remote player and I was forced to pick one. I
always pick the first.
Modified first player.
Displayed as a "Toast" (mini window briefly displayed) if you
didn't choose a remote player and I was forced to pick one. I
always pick the first.
*/
public static final int forced_consistent=0x7f0500d7;
/** Games that have ended are listed with this string
Displayed as a "Toast" (mini window briefly displayed) if you
didn't choose a remote player and I was forced to pick one. I
always pick the first.
Games that have ended are listed with this string
Games that have ended are listed with this string
*/
public static final int gameOver=0x7f05008f;
/**
Bluetooth game name
*/
public static final int game_btname_title=0x7f050209;
/** used to create default names of games (when user has not
named them.)
used to create default names of games (when user has not
named them.)
used to create default names of games (when user has not
named them.)
Game %1$d
used to create default names of games (when user has not
named them.)
*/
public static final int game_fmt=0x7f0501a0;
/**
############################################################
# :Menus:
# Context menu for main games-list screen
############################################################
title of contextual menu. Name of the selected game is
substituted in.
############################################################
# :Menus:
# Context menu for main games-list screen
############################################################
title of contextual menu. Name of the selected game is
substituted in.
############################################################
# :Menus:
# Context menu for main games-list screen
############################################################
title of contextual menu. Name of the selected game is
substituted in.
*/
public static final int game_item_menu_title_fmt=0x7f050098;
/**
Building game summary…
*/
public static final int game_list_tmp=0x7f050227;
/** text of checkbox at top of dialog allowing to unlock in-play
game to make changes
text of checkbox at top of dialog allowing to unlock in-play
game to make changes
Lock settings
text of checkbox at top of dialog allowing to unlock in-play
game to make changes
*/
public static final int game_locked=0x7f0500b5;
/** Name group
*/
public static final int game_name_group_title=0x7f050262;
/**
XLATE-ME
New game name:
*/
public static final int game_name_label=0x7f05020b;
/**
XLATE-ME
Name your game
*/
public static final int game_name_title=0x7f05020a;
/**
*/
public static final int game_rename_title=0x7f0500a1;
/** Put nothing in the summary space, so it just reads "Game 2"
Put nothing in the summary space, so it just reads "Game 2"
\u003CNothing\u003E
Put nothing in the summary space, so it just reads "Game 2"
*/
public static final int game_summary_field_empty=0x7f050137;
/** XLATE-ME
gameid
*/
public static final int game_summary_field_gameid=0x7f05030f;
/** Put the language there, so it reads "Game 2 (English)"
Put the language there, so it reads "Game 2 (English)"
Game language\u200C
Put the language there, so it reads "Game 2 (English)"
*/
public static final int game_summary_field_language=0x7f050138;
/** XLATE-ME
Pending packet count
*/
public static final int game_summary_field_npackets=0x7f050310;
/** List names of opponents (summarized), e.g. "Game 2 (vs Kati)"
List names of opponents (summarized), e.g. "Game 2 (vs Kati)"
Opponent name[s]
List names of opponents (summarized), e.g. "Game 2 (vs Kati)"
*/
public static final int game_summary_field_opponents=0x7f050139;
/** XLATE-ME
rowid
*/
public static final int game_summary_field_rowid=0x7f05030e;
/** List the state of the game, "Game over" or "10 moves made"
etc.
List the state of the game, "Game over" or "10 moves made"
etc.
Game state
List the state of the game, "Game over" or "10 moves made"
etc.
*/
public static final int game_summary_field_state=0x7f05013a;
/** Regardless of the setting of the connect_frequency
preference, checks the relay immediately for any moves for
networked games on this device and posts a notification if
any is downloaded.
Regardless of the setting of the connect_frequency
preference, checks the relay immediately for any moves for
networked games on this device and posts a notification if
any is downloaded.
Regardless of the setting of the connect_frequency
preference, checks the relay immediately for any moves for
networked games on this device and posts a notification if
any is downloaded.
*/
public static final int gamel_menu_checkmoves=0x7f050094;
/**
Check for updates
*/
public static final int gamel_menu_checkupdates=0x7f050240;
/**
############################################################
# :Menus:
# Main screen (Games list) menu
#
# One menu is not listed here because it appears elsewhere
# and their text is reused: button_new_game.
############################################################
Brings up the Wordlists (formerly Dictionaries) screen
If you choose the above option and have no networked games
you get this error message
Text of progress indicator shown while check is being conducted
Regardless of the setting of the connect_frequency
preference, checks the relay immediately for any moves for
networked games on this device and posts a notification if
any is downloaded.
############################################################
# :Menus:
# Main screen (Games list) menu
#
# One menu is not listed here because it appears elsewhere
# and their text is reused: button_new_game.
############################################################
Brings up the Wordlists (formerly Dictionaries) screen
############################################################
# :Menus:
# Main screen (Games list) menu
#
# One menu is not listed here because it appears elsewhere
# and their text is reused: button_new_game.
############################################################
Brings up the Wordlists (formerly Dictionaries) screen
*/
public static final int gamel_menu_dicts=0x7f050092;
/** XLATE-ME
Load DB from SD card
*/
public static final int gamel_menu_loaddb=0x7f0502ff;
/** XLATE-ME
%1$s/%2$s
XLATE-ME
Write DB to SD card
*/
public static final int gamel_menu_storedb=0x7f0502fe;
/** Studylist…
*/
public static final int gamel_menu_study=0x7f05027d;
public static final int get_relay_number=0x7f050217;
/**
Enter phone number:
*/
public static final int get_sms_number=0x7f050216;
/** Get info
*/
public static final int getinfo=0x7f0502b0;
public static final int git_rev=0x7f050082;
/** XLATE-ME
Source version id
*/
public static final int git_rev_title=0x7f0502f9;
/** Don\'t try a second time
*/
public static final int got_langdict_summary=0x7f050313;
/** Fetch default wordlist for language
*/
public static final int got_langdict_title=0x7f050312;
/** Green
*/
public static final int green=0x7f05014f;
/** My games
*/
public static final int group_cur_games=0x7f05025f;
/** New games
*/
public static final int group_new_games=0x7f050260;
/** Used as the default name for remote players displayed within
the Game configure screen
Final state: game is over.
Third state: enough devices have connected in the room to
form a complete game. We'll be in this state as long as the
game exists.
Second state: has been assigned to a room on the relay
(meaning the network is working) but there are not yet as
many players as expected: the game is not complete and play
cannot happen.
The display of each networked game includes one of three
states it can be in in the process of connecting to the
relay. These next three strings are used to create those
three.
First state: is configured to use a room but has not yet
contacted the relay and been assigned that room.
Used as a substitute for the names of remote players when
they aren't available yet because the connection is not
complete. Displayed in the lists of players found in each
game listing.
Used as the default name for remote players displayed within
the Game configure screen
(Off-device player)
Used as the default name for remote players displayed within
the Game configure screen
*/
public static final int guest_name=0x7f0500d1;
/** If this preference is checked the "crosshairs" (vertical and
horzontal lines through the cell your finger is on that help
you tell where the app thinks you're actually tapping) will
not be shown. Some users have complained that this feature
is distracting, presumably because they're using tablets with
large enough screens that they always know where they're
tapping.
If this preference is checked the "crosshairs" (vertical and
horzontal lines through the cell your finger is on that help
you tell where the app thinks you're actually tapping) will
not be shown. Some users have complained that this feature
is distracting, presumably because they're using tablets with
large enough screens that they always know where they're
tapping.
Disable crosshairs
If this preference is checked the "crosshairs" (vertical and
horzontal lines through the cell your finger is on that help
you tell where the app thinks you're actually tapping) will
not be shown. Some users have complained that this feature
is distracting, presumably because they're using tablets with
large enough screens that they always know where they're
tapping.
*/
public static final int hide_crosshairs=0x7f05015d;
/** explanation of the above
explanation of the above
Do not visually indicate which board cell is touched
explanation of the above
*/
public static final int hide_crosshairs_summary=0x7f05015e;
/** clarification of above
XLATE-ME
Hiding the newgame buttons in
the main screen makes more games visible
*/
public static final int hide_newgames_summary=0x7f05013e;
/** Checkbox that when set prevents showing the newgame buttons
on the main screen to save space
XLATE-ME
Hide newgame buttons
*/
public static final int hide_newgames_title=0x7f05013d;
/** Checkbox that when set prevents showing a title bar in the
game board window to save space
Checkbox that when set prevents showing a title bar in the
game board window to save space
Hide titlebar
Checkbox that when set prevents showing a title bar in the
game board window to save space
*/
public static final int hide_title=0x7f05013b;
/** clarification of above
clarification of above
Hiding the game name lets the
board be slightly larger
clarification of above
*/
public static final int hide_title_summary=0x7f05013c;
/** text of checkbox. If this checkbox is checked, buttons will
appear by which the user can get high- and low-scoring moves
generated based on his tray. Can be used to cheat.
text of checkbox. If this checkbox is checked, buttons will
appear by which the user can get high- and low-scoring moves
generated based on his tray. Can be used to cheat.
Allow hints
text of checkbox. If this checkbox is checked, buttons will
appear by which the user can get high- and low-scoring moves
generated based on his tray. Can be used to cheat.
*/
public static final int hints_allowed=0x7f0500c4;
/** clarification on hints_allowed, whether new games will
default to having the hint feature enabled(string elsewhere
in this file)
clarification on hints_allowed, whether new games will
default to having the hint feature enabled(string elsewhere
in this file)
Enable the hint feature
clarification on hints_allowed, whether new games will
default to having the hint feature enabled(string elsewhere
in this file)
*/
public static final int hints_allowed_sum=0x7f05012d;
/** title of dialog brought up in response to the
board_menu_game_history menu. A full history of the game up
to the last turn is displayed, though details about what's in
players' racks is left out if the game is not yet over.
title of dialog brought up in response to the
board_menu_game_history menu. A full history of the game up
to the last turn is displayed, though details about what's in
players' racks is left out if the game is not yet over.
Game History
title of dialog brought up in response to the
board_menu_game_history menu. A full history of the game up
to the last turn is displayed, though details about what's in
players' racks is left out if the game is not yet over.
*/
public static final int history_title=0x7f0501b0;
/** Partial text of alert posted when phonies_warn or
phonies_disallow is the current setting and a "phony" is
played. One of the two following strings will be appended
When a game has been connected and the relay is notified that
a device in the game has deleted its part of the game, this
message is posted when you connect your end of it to the
relay. Once this happens there is no way to continue the
game so you might as well delete it (unless you're saving it
for its history etc.)
Partial text of alert posted when phonies_warn or
phonies_disallow is the current setting and a "phony" is
played. One of the two following strings will be appended
Word[s] %1$s not found in
wordlist %2$s.
Partial text of alert posted when phonies_warn or
phonies_disallow is the current setting and a "phony" is
played. One of the two following strings will be appended
*/
public static final int ids_badwords_fmt=0x7f0500f6;
/** text of confirmation dialog shown when user chooses the menu
item with text board_menu_game_final and the game is not over
text of confirmation dialog shown when user chooses the menu
item with text board_menu_game_final and the game is not over
Are you sure you want to resign?
text of confirmation dialog shown when user chooses the menu
item with text board_menu_game_final and the game is not over
*/
public static final int ids_endnow=0x7f0501b2;
/** Title of generic dialog used to display information
If the dropdown is selected, this is the title displayed
above the list of selectable items. The language the game
will use is substituted in for "%1$s".
label for dropdown by which wordlist is chosen that this
player will use. The language the game will use (which
constrains the choice of wordlists) is substituted in for
"%1$s".
Title of generic dialog used to display information
FYI…
Title of generic dialog used to display information
*/
public static final int info_title=0x7f0501ac;
/**
You are using the wordlist
%1$s but the game host is using %2$s. Would you like to use %3$s
too?
*/
public static final int inform_dict_diffdict_fmt=0x7f05024b;
/**
You and the host of this
game are using different versions of the wordlist %1$s.
Used in formatting final scores display
Used in formatting final scores display
*/
public static final int inform_dict_diffversion_fmt=0x7f050249;
/** \u0020(You will have to download it
first.)
*/
public static final int inform_dict_download=0x7f05024c;
/** Wordlist mismatch
*/
public static final int inform_dict_title=0x7f05024a;
/** Will new games, on default, randomly rearrange the start
order of players.
Will new games, on default, randomly rearrange the start
order of players.
Juggle players
Will new games, on default, randomly rearrange the start
order of players.
*/
public static final int init_autojuggle=0x7f05012f;
/** clarification on above
clarification on above
Randomly, for new games
clarification on above
*/
public static final int init_autojuggle_sum=0x7f050130;
/** default number of minutes on timer for new games
clarification of the above
############################################################
# :Screens:
# Behavior preference subscreen (within Preferences screen)
############################################################
title of this sub-preference
default number of minutes on timer for new games
Timer minutes per player
default number of minutes on timer for new games
*/
public static final int initial_player_minutes=0x7f050132;
public static final int invit_expl_bt_fmt=0x7f0500eb;
public static final int invit_expl_notarget_fmt=0x7f0500ed;
public static final int invit_expl_relay_fmt=0x7f0500ec;
public static final int invit_expl_sms_fmt=0x7f0500ea;
public static final int invite_choice_bt=0x7f050178;
public static final int invite_choice_email=0x7f050177;
/** Email
Bluetooth
NFC (\"Android beaming\")
*/
public static final int invite_choice_nfc=0x7f050179;
public static final int invite_choice_relay=0x7f05017a;
/** EXPLAIN ME
Bluetooth is not available. This may
mean that your device doesn\'t support it, or that it\'s been
turned off.
The invitation process begins with this query. The choice is
between html and plaintext formatting but I also provide some
explanation/guidance.
The invitation process begins with this query. The choice is
between html and plaintext formatting but I also provide some
explanation/guidance.
SMS (texting)
*/
public static final int invite_choice_sms=0x7f050176;
/** Inviting players: How?
*/
public static final int invite_choice_title=0x7f05017b;
public static final int invite_chooser_email=0x7f050180;
/** When I've created the invitation, in text or html, I ask
Android to launch an app that can send it, typically an email
or messaging app. Android then asks the user to choose which
of the installed apps that can process the request he'd like
to have launched. This string is passed to Android and used
as the title of the dialog that presents that choice.
When I've created the invitation, in text or html, I ask
Android to launch an app that can send it, typically an email
or messaging app. Android then asks the user to choose which
of the installed apps that can process the request he'd like
to have launched. This string is passed to Android and used
as the title of the dialog that presents that choice.
Send invitation via %1$s
When I've created the invitation, in text or html, I ask
Android to launch an app that can send it, typically an email
or messaging app. Android then asks the user to choose which
of the installed apps that can process the request he'd like
to have launched. This string is passed to Android and used
as the title of the dialog that presents that choice.
*/
public static final int invite_chooser_fmt=0x7f05017f;
/** email
sms
*/
public static final int invite_chooser_sms=0x7f050181;
/** EXPERIMENTAL: Shown as toast when user chooses "My choice" for
invitation
*/
public static final int invite_copied=0x7f05032e;
/** %1$s has invited you to
play Crosswords using the wordlist %2$s (for play in %3$s), but it
is not installed. Would you like to download the wordlist or
decline the invitation?
*/
public static final int invite_dict_missing_body_fmt=0x7f050251;
/** You have been
invited to play Crosswords using the wordlist %2$s (for play in
%3$s), but it is not installed. Would you like to download the
wordlist?
*/
public static final int invite_dict_missing_body_noname_fmt=0x7f050252;
/** Missing wordlist
*/
public static final int invite_dict_missing_title=0x7f050250;
public static final int invite_host=0x7f05007d;
/** This is the body of the html version of the invitation. A URL
is created with parameters describing the game and
substituted for "%1$s". (The funky \u003c and friends are
encodings for the greater-than and less-than symbols which
are not legal in xml strings.)
This is the body of the html version of the invitation. A URL
is created with parameters describing the game and
substituted for "%1$s". (The funky \u003c and friends are
encodings for the greater-than and less-than symbols which
are not legal in xml strings.)
\u003Ca href=\"%1$s\"\u003ETap
here\u003C/a\u003E (or tap the full link below, or, if you already
have Crosswords installed, open the attachment) to accept my
invitation and join this game.
\u003Cbr \\\u003E
\u003Cbr \\\u003E
(full link: %1$s )
This is the body of the html version of the invitation. A URL
is created with parameters describing the game and
substituted for "%1$s". (The funky \u003c and friends are
encodings for the greater-than and less-than symbols which
are not legal in xml strings.)
*/
public static final int invite_htm_fmt=0x7f05017d;
/** Appended to message above if local device has NFC available
Appended to message above if local device has NFC available
(Or just Tap to Invite - if the
other device also has Android Beaming and is nearby.)
*/
public static final int invite_if_nfc=0x7f0500e8;
public static final int invite_mime=0x7f05007e;
/** XLATE-ME
Invite more than one player per remote device
*/
public static final int invite_multi_summary=0x7f0502d4;
/** XLATE-ME
Invite multiple
*/
public static final int invite_multi_title=0x7f0502d3;
/** Most users create games with only two players, which is the
default, but Crosswords supports up to four. When I'm using
the above string to encourage the opener of a game missing
players to invite, IF the number of missing players is
greater than one this text is appended to the above.
Most users create games with only two players, which is the
default, but Crosswords supports up to four. When I'm using
the above string to encourage the opener of a game missing
players to invite, IF the number of missing players is
greater than one this text is appended to the above.
\u0020(You are expecting multiple
remote players. Be sure to address your invitation to
that many people.)
Most users create games with only two players, which is the
default, but Crosswords supports up to four. When I'm using
the above string to encourage the opener of a game missing
players to invite, IF the number of missing players is
greater than one this text is appended to the above.
*/
public static final int invite_multiple=0x7f0500e9;
/**
*/
public static final int invite_notice_title=0x7f0501fc;
public static final int invite_prefix=0x7f050084;
/** Sending invitation to Crosswords on %1$s
*/
public static final int invite_progress_fmt=0x7f0501f7;
/**
Connecting...
*/
public static final int invite_progress_title=0x7f0501f6;
/** XLATE-ME
(This dialog will stay up until all
remote players have connected. You can close the game if you
expect it to take a while. They will still be able to
connect.)
*/
public static final int invite_stays=0x7f0502de;
/** Send invitation using SMS (texting) or
via email?
Send invitation using NFC (Android
beaming – NEW) or via email?
Send invitation using SMS
(texting) or NFC (\"Android beaming\" – NEW) or via email?
When an invitation is sent, the user gets to choose between
plaintext and html formatting. These two strings are shown in the
two buttons in the dialog.
SMS/Text
Email
NFC
This is the subject line of the email/text sent to invite
someone to join a game.
EXPLAIN ME
Le Bluetooth n\'est pas disponible. Cela peut
signifier que votre périphérique ne peut pas en faire, ou qu\'il a été éteint.
This is the subject line of the email/text sent to invite
someone to join a game.
Let\'s play Crosswords (Room %1$s)
EXPLAIN ME
EXPLAIN ME
The invitation process begins with this query. The choice is
between html and plaintext formatting but I also provide some
explanation/guidance.
When an invitation is sent, the user gets to choose between
plaintext and html formatting. These two strings are shown in the
two buttons in the dialog.
This is the subject line of the email/text sent to invite
someone to join a game.
*/
public static final int invite_subject_fmt=0x7f05017c;
/** This is the body of the text version of the invitation. A URL
is created with parameters describing the game and
substituted for "%1$s".
This is the body of the text version of the invitation. A URL
is created with parameters describing the game and
substituted for "%1$s".
Let\'s play Crosswords! Join this game:
%1$s .
This is the body of the text version of the invitation. A URL
is created with parameters describing the game and
substituted for "%1$s".
*/
public static final int invite_txt_fmt=0x7f05017e;
public static final int invited_msg=0x7f0500e7;
/** text of checkbox asking if user wants to search for open
public rooms
text of checkbox asking if user wants to search for open
public rooms
Join public room
text of separator marking out the connection area of the dialog
text of checkbox asking if user wants to search for open
public rooms
*/
public static final int join_room=0x7f0500bd;
/** Checkbox that when set keeps the device screen from dimming
if the board screen is what's displayed. This is to allow
users to think about a move without having to touch the
screen all the time.
Checkbox that when set keeps the device screen from dimming
if the board screen is what's displayed. This is to allow
users to think about a move without having to touch the
screen all the time.
Keep screen on
Checkbox that when set keeps the device screen from dimming
if the board screen is what's displayed. This is to allow
users to think about a move without having to touch the
screen all the time.
*/
public static final int keep_screenon=0x7f050141;
/** clarification of above
clarification of above
Keep board screen on 10 mins
clarification of above
*/
public static final int keep_screenon_summary=0x7f050142;
public static final int key_addrs_pref=0x7f05003e;
public static final int key_background=0x7f05001a;
public static final int key_board_size=0x7f050029;
public static final int key_bonus_l2x=0x7f050014;
public static final int key_bonus_l3x=0x7f050015;
public static final int key_bonus_w2x=0x7f050016;
public static final int key_bonus_w3x=0x7f050017;
/** the color of text, e.g. "2L", shown on a bonus square on the
board
the color of text, e.g. "2L", shown on a bonus square on the
board
In-square bonus hint
the color of text, e.g. "2L", shown on a bonus square on the
board
*/
public static final int key_bonushint=0x7f05014d;
public static final int key_bt_addrs=0x7f050040;
/** database keys whose entries aren't visible prefs
*/
public static final int key_closed_langs=0x7f05003f;
public static final int key_clr_bonushint=0x7f05001c;
public static final int key_clr_crosshairs=0x7f05001b;
/** prefs keys
*/
public static final int key_color_tiles=0x7f050001;
public static final int key_connect_frequency=0x7f050032;
public static final int key_connstat_data=0x7f050043;
public static final int key_default_dict=0x7f05002c;
public static final int key_default_group=0x7f050048;
public static final int key_default_language=0x7f05002b;
public static final int key_default_loc=0x7f05003b;
public static final int key_default_phonies=0x7f050030;
public static final int key_default_robodict=0x7f05002f;
public static final int key_default_timerenabled=0x7f050031;
public static final int key_dev_id=0x7f050044;
public static final int key_dict_host=0x7f050023;
public static final int key_disable_nag=0x7f050006;
public static final int key_disable_nag_solo=0x7f050007;
public static final int key_download_path=0x7f05006f;
public static final int key_empty=0x7f050019;
public static final int key_enable_debug=0x7f050069;
public static final int key_enable_dup_invite=0x7f05006a;
public static final int key_enable_nfc_toself=0x7f05006b;
public static final int key_enable_pubroom=0x7f05000f;
public static final int key_enable_relay_toself=0x7f05006d;
public static final int key_enable_sms=0x7f050035;
public static final int key_enable_sms_toself=0x7f05006c;
public static final int key_explain_robot=0x7f050004;
public static final int key_force_radio=0x7f05003d;
public static final int key_force_tablet=0x7f05003c;
public static final int key_gcmvers_regid=0x7f050045;
public static final int key_got_langdict=0x7f050070;
public static final int key_group_posns=0x7f050049;
public static final int key_hide_crosshairs=0x7f05000a;
public static final int key_hide_newgames=0x7f05000e;
public static final int key_hide_title=0x7f05000d;
public static final int key_hide_values=0x7f05000b;
public static final int key_init_autojuggle=0x7f050028;
public static final int key_init_hintsallowed=0x7f050026;
public static final int key_init_nethintsallowed=0x7f050027;
public static final int key_initial_player_minutes=0x7f05002a;
public static final int key_invite_multi=0x7f050073;
public static final int key_keep_screenon=0x7f050037;
public static final int key_last_packet=0x7f05004a;
public static final int key_logging_on=0x7f050024;
public static final int key_na_browse=0x7f050062;
public static final int key_na_browseall=0x7f050063;
public static final int key_na_clip_expl=0x7f050067;
public static final int key_na_comms_bt=0x7f050077;
public static final int key_na_comms_relay=0x7f050079;
public static final int key_na_comms_sms=0x7f050078;
public static final int key_na_dicts=0x7f050068;
public static final int key_na_fmt_expl=0x7f050066;
public static final int key_na_lookup=0x7f050061;
public static final int key_na_rematch_two_only=0x7f050075;
public static final int key_na_studycopy=0x7f050065;
public static final int key_na_values=0x7f050064;
public static final int key_nag_intervals=0x7f05006e;
public static final int key_network_behavior=0x7f050036;
public static final int key_notagain_arrow=0x7f05005c;
public static final int key_notagain_backclears=0x7f05004e;
public static final int key_notagain_chat=0x7f05004f;
public static final int key_notagain_conndall=0x7f050059;
public static final int key_notagain_conndfirst=0x7f05005a;
public static final int key_notagain_conndmid=0x7f05005b;
public static final int key_notagain_dfltname=0x7f050076;
public static final int key_notagain_done=0x7f050057;
public static final int key_notagain_enablepublic=0x7f050074;
public static final int key_notagain_flip=0x7f050054;
public static final int key_notagain_hidenewgamebuttons=0x7f050060;
public static final int key_notagain_hintnext=0x7f050052;
public static final int key_notagain_hintprev=0x7f050051;
public static final int key_notagain_juggle=0x7f050053;
public static final int key_notagain_newfrom=0x7f05005e;
/** key_notagain_sms_ready
*/
public static final int key_notagain_newselect=0x7f05004d;
public static final int key_notagain_relay=0x7f050050;
public static final int key_notagain_sync=0x7f05004c;
public static final int key_notagain_trading=0x7f05005f;
public static final int key_notagain_turnchanged=0x7f05005d;
public static final int key_notagain_undo=0x7f050056;
public static final int key_notagain_unlock=0x7f050058;
public static final int key_notagain_zoom=0x7f050055;
public static final int key_notify_sound=0x7f050033;
public static final int key_notify_vibrate=0x7f050034;
public static final int key_peek_other=0x7f050009;
public static final int key_player0=0x7f050010;
public static final int key_player1=0x7f050011;
public static final int key_player1_name=0x7f05002d;
public static final int key_player2=0x7f050012;
public static final int key_player3=0x7f050013;
public static final int key_proxy_port=0x7f050021;
public static final int key_relay_host=0x7f05001d;
public static final int key_relay_ids=0x7f050042;
public static final int key_relay_port=0x7f05001e;
public static final int key_relay_regid=0x7f050046;
public static final int key_relay_regid_ackd=0x7f050047;
public static final int key_ringer_zoom=0x7f05000c;
public static final int key_robot_name=0x7f05002e;
public static final int key_show_arrow=0x7f050002;
public static final int key_show_sms=0x7f050025;
public static final int key_skip_confirm=0x7f050005;
public static final int key_sms_phones=0x7f050041;
public static final int key_sms_port=0x7f050022;
public static final int key_sort_tiles=0x7f050008;
public static final int key_square_tiles=0x7f050003;
public static final int key_studyon=0x7f050039;
public static final int key_summary_field=0x7f05003a;
public static final int key_thumbsize=0x7f050038;
public static final int key_tile_back=0x7f050018;
public static final int key_udp_interval=0x7f05004b;
public static final int key_update_prerel=0x7f050020;
public static final int key_update_url=0x7f05001f;
public static final int key_xlations_enabled=0x7f050072;
public static final int key_xlations_locale=0x7f050071;
/** text of separator marking out the language area of the
dialog. First is used for single-device games, and second
for networked games (where players aren't allowed to have
different wordlists.)
text of separator marking out the language area of the
dialog. First is used for single-device games, and second
for networked games (where players aren't allowed to have
different wordlists.)
Game language
text of separator marking out the language area of the
dialog. First is used for single-device games, and second
for networked games (where players aren't allowed to have
different wordlists.)
*/
public static final int lang_label=0x7f0500ba;
public static final int lang_name_arabic=0x7f05029a;
public static final int lang_name_catalan=0x7f0502a1;
public static final int lang_name_czech=0x7f0502a4;
public static final int lang_name_danish=0x7f05029e;
public static final int lang_name_dutch=0x7f0502a0;
public static final int lang_name_english=0x7f050296;
public static final int lang_name_french=0x7f050297;
public static final int lang_name_german=0x7f050298;
public static final int lang_name_greek=0x7f0502a5;
public static final int lang_name_italian=0x7f05029f;
public static final int lang_name_polish=0x7f05029d;
public static final int lang_name_portuguese=0x7f0502a2;
public static final int lang_name_russian=0x7f0502a3;
public static final int lang_name_slovak=0x7f0502a6;
public static final int lang_name_spanish=0x7f05029b;
public static final int lang_name_swedish=0x7f05029c;
public static final int lang_name_turkish=0x7f050299;
/** Unknown
*/
public static final int lang_unknown=0x7f0502b9;
/** Game language/wordlist
*/
public static final int langdict_label=0x7f0500bb;
/** Put new games here
*/
public static final int list_group_default=0x7f05025c;
/** Delete group
*/
public static final int list_group_delete=0x7f05025a;
/** Move down
*/
public static final int list_group_movedown=0x7f05025e;
/** Move up
*/
public static final int list_group_moveup=0x7f05025d;
/** Rename
*/
public static final int list_group_rename=0x7f05025b;
/** ############## menu items ##############
pulls up dialog to configure the selected game
Used to format game name plus some other information as the
one-line summary for each game in the main screen. The name
of the game is substituted for %1$s. Something else
(language, player names, etc), is substituted for %2$s. This
does not require translation unless the parentheses or
ordering is wrong for your language.
Games list screen menuitem text for creating a new group
############## menu items ##############
pulls up dialog to configure the selected game
############## menu items ##############
pulls up dialog to configure the selected game
*/
public static final int list_item_config=0x7f050099;
/** makes a copy of the selected game. This is currently
disabled for networked games since there would be problems if
two identically configured games started trying to talk to a
remote game that expected there was only one of them.
makes a copy of the selected game. This is currently
disabled for networked games since there would be problems if
two identically configured games started trying to talk to a
remote game that expected there was only one of them.
makes a copy of the selected game. This is currently
disabled for networked games since there would be problems if
two identically configured games started trying to talk to a
remote game that expected there was only one of them.
*/
public static final int list_item_copy=0x7f05009f;
/** pulls up dialog to delete the selected game
pulls up dialog to change the group of the selected game
pulls up dialog to rename (change name of) the selected game
pulls up dialog to delete the selected game
pulls up dialog to delete the selected game
*/
public static final int list_item_delete=0x7f05009c;
public static final int list_item_deselect=0x7f050336;
/** pulls up dialog to change the group of the selected game
pulls up dialog to change the group of the selected game
pulls up dialog to change the group of the selected game
*/
public static final int list_item_move=0x7f05009b;
/** creates a new game with all configuation copied from the
selected game
creates a new game with all configuation copied from the
selected game
creates a new game with all configuation copied from the
selected game
*/
public static final int list_item_new_from=0x7f05009e;
/** pulls up dialog to rename (change name of) the selected game
pulls up dialog to rename (change name of) the selected game
pulls up dialog to rename (change name of) the selected game
*/
public static final int list_item_rename=0x7f05009a;
/** pulls up dialog to reset the selected game, that is to remove
all moves so that it's the same as a newly created game
except for any configuration.
Text of confirmation dialog posted when list_item_reset menu
is selected
text within rename dialog (triggered by selecting
list_item_rename)
Title of dialog for renaming game (triggered by selecting
list_item_rename)
If you try to copy a networked game you get this error
message.
pulls up dialog to reset the selected game, that is to remove
all moves so that it's the same as a newly created game
except for any configuration.
pulls up dialog to reset the selected game, that is to remove
all moves so that it's the same as a newly created game
except for any configuration.
*/
public static final int list_item_reset=0x7f05009d;
public static final int list_item_select=0x7f050335;
/** formatting for last move summary in notifications
formatting for last move summary in notifications
%1$s passed (0 points)
*/
public static final int lmi_pass_fmt=0x7f0502c1;
/** %1$s lost a turn
*/
public static final int lmi_phony_fmt=0x7f0502c2;
/** Tiles assigned to %1$s
*/
public static final int lmi_tiles_fmt=0x7f0502c3;
/** One of the strings used in the right column of the list of
installed wordlists to describe those that are part of
Crosswords and that cannot be uninstalled or moved.
loc_internal and loc_external are the other possible strings
in this column.
One of the strings used in the right column of the list of
installed wordlists to describe those that are part of
Crosswords and that cannot be uninstalled or moved.
loc_internal and loc_external are the other possible strings
in this column.
One of the strings used in the right column of the list of
installed wordlists to describe those that are part of
Crosswords and that cannot be uninstalled or moved.
loc_internal and loc_external are the other possible strings
in this column.
*/
public static final int loc_builtin=0x7f0500a6;
/** Used to describe wordlists that are in the Downloads
directory. Currently I don't look there so this is unused,
but I will eventually do so. This should be the same name as
the built-in Android web browser uses for the directory where
it saves files it downloads.
Used to describe wordlists that are in the Downloads
directory. Currently I don't look there so this is unused,
but I will eventually do so. This should be the same name as
the built-in Android web browser uses for the directory where
it saves files it downloads.
Used to describe wordlists that are in the Downloads
directory. Currently I don't look there so this is unused,
but I will eventually do so. This should be the same name as
the built-in Android web browser uses for the directory where
it saves files it downloads.
*/
public static final int loc_downloads=0x7f0500a7;
/**
*/
public static final int loc_external=0x7f0500b1;
/** All
*/
public static final int loc_filters_all=0x7f050292;
/** Latest menu
*/
public static final int loc_filters_menu=0x7f050294;
/** Modified by me
*/
public static final int loc_filters_modified=0x7f050295;
/** Filter by:
*/
public static final int loc_filters_prompt=0x7f050290;
/** Latest screen
*/
public static final int loc_filters_screen=0x7f050293;
/** Illegal translation: a translated
string must have the same format specifiers (e.g. %1$s) as the
original.
*/
public static final int loc_fmts_mismatch=0x7f0502ab;
/** see move_dictf above
see move_dictf above
see move_dictf above
*/
public static final int loc_internal=0x7f0500b0;
/** Check
*/
public static final int loc_item_check=0x7f0502a8;
/** for loc item edit menu
for loc item edit menu
Clear
*/
public static final int loc_item_clear=0x7f0502a7;
/** Copy official
*/
public static final int loc_item_copy_bless=0x7f0502aa;
/** Copy English
*/
public static final int loc_item_copy_eng=0x7f0502a9;
/** %1$s (official)
*/
public static final int loc_lang_blessed=0x7f05028b;
/** %1$s (yours)
*/
public static final int loc_lang_local=0x7f05028c;
/** Translate
*/
public static final int loc_menu_xlate=0x7f05028a;
/** Search for:
*/
public static final int loc_search_prompt=0x7f050291;
/** This is the "hint" printed in light text in the empty player
name field
############################################################
# :Screens:
# RelayGameActivity screen
#
# This screen is a simple alternative to the Game Configure
# screen. You'll get it when you choose the list_item_config
# on certain unconfigured simple relay games (currently simple
# means they have 2 players. These days about the only way to
# get this screen is to create a relay game manually and to
# abort after making the room name empty. That is, this is
# left over from an older way of helping people connect, from
# before invitations.
# The dialog has a list of instructions, two text fields for
# room name and local player name, and two buttons.
############################################################
This is the "hint" printed in light text in the empty player
name field
Player name
############################################################
# :Screens:
# RelayGameActivity screen
#
# This screen is a simple alternative to the Game Configure
# screen. You'll get it when you choose the list_item_config
# on certain unconfigured simple relay games (currently simple
# means they have 2 players. These days about the only way to
# get this screen is to create a relay game manually and to
# abort after making the room name empty. That is, this is
# left over from an older way of helping people connect, from
# before invitations.
# The dialog has a list of instructions, two text fields for
# room name and local player name, and two buttons.
############################################################
This is the heading above the list of steps. The default
language is substituted for %s.
These four strings are displayed as step-by-step
instructions
This is the "hint" printed in light text in the empty player
name field
*/
public static final int local_name_hint=0x7f050187;
/** XLATE-ME
Enable logging
*/
public static final int logging_on=0x7f0502f0;
/** XLATE-ME
(release builds only)
*/
public static final int logging_on_summary=0x7f0502f1;
/** Word lookup
*/
public static final int lookup_title=0x7f050286;
/**
(Not in contacts)
*/
public static final int manual_owner_name=0x7f050212;
/**
Max length
*/
public static final int max_len=0x7f0501ed;
/**
Chat
*/
public static final int menu_chat=0x7f050224;
/**
Flip board
*/
public static final int menu_flip=0x7f050222;
/**
Next hint
*/
public static final int menu_hint_next=0x7f05021f;
/**
Prev hint
*/
public static final int menu_hint_prev=0x7f05021e;
/**
Juggle rack
*/
public static final int menu_juggle=0x7f050221;
/** text of menu that brings up the Settings (preferences) dialog
text of menu that brings up the Settings (preferences) dialog
text of menu that brings up the Settings (preferences) dialog
*/
public static final int menu_prefs=0x7f050093;
/** Rate Crosswords
*/
public static final int menu_rateme=0x7f050278;
/**
Toggle values
*/
public static final int menu_toggle_values=0x7f050225;
/**
Zoom in/out
*/
public static final int menu_zoom=0x7f050223;
/**
Min length
*/
public static final int min_len=0x7f0501ec;
/** label for the field used to set the timer's inital value
label for the field used to set the timer's inital value
Minutes per player
label for the field used to set the timer's inital value
*/
public static final int minutes_label=0x7f0500c7;
/** body of notification shown when invitation requires a
wordslist that's not installed
body of notification shown when invitation requires a
wordslist that's not installed
Tap to download missing wordlist
*/
public static final int missing_dict_detail=0x7f05024f;
/** Title of notification shown when invitation requires a
wordslist that's not installed
Title of notification shown when invitation requires a
wordslist that's not installed
Game invitation pending
*/
public static final int missing_dict_title=0x7f05024e;
/** Used as a substitute for the names of remote players when
they aren't available yet because the connection is not
complete. Displayed in the lists of players found in each
game listing.
Used to format game name plus some other information as the
one-line summary for each game in the main screen. The name
of the game is substituted for %1$s. Something else
(language, player names, etc), is substituted for %2$s. This
does not require translation unless the parentheses or
ordering is wrong for your language.
Used to format robot player names in the lists of players
found in each game listing
Used as a substitute for the names of remote players when
they aren't available yet because the connection is not
complete. Displayed in the lists of players found in each
game listing.
Used as a substitute for the names of remote players when
they aren't available yet because the connection is not
complete. Displayed in the lists of players found in each
game listing.
*/
public static final int missing_player=0x7f050089;
/** When the dicts_item_move menu is chosen, this text is used in
the confirmation dialog. The name of the selected wordlist
is substituted for %1$s. The strings loc_internal and
loc_internal are substitued for %2$s and %3$s (or vice-versa,
depending on the current location of the wordlist.)
When the dicts_item_move menu is chosen, this text is used in
the confirmation dialog. The name of the selected wordlist
is substituted for %1$s. The strings loc_internal and
loc_internal are substitued for %2$s and %3$s (or vice-versa,
depending on the current location of the wordlist.)
When the dicts_item_move menu is chosen, this text is used in
the confirmation dialog. The name of the selected wordlist
is substituted for %1$s. The strings loc_internal and
loc_internal are substitued for %2$s and %3$s (or vice-versa,
depending on the current location of the wordlist.)
*/
public static final int move_dict_fmt=0x7f0500af;
/**
############################################################
# :Dialogs:
# Password dialog
#
# This alert is displayed when a local player has set a
# password and is trying to see his tiles
############################################################
Text of dialog. Player name is substituted
If substituting an existing same-language wordlist by
choosing button_substdict user gets to choose from a list of
wordlists. This is the title of that list.
Text of button allowing user to choose to open with a
different (but same-language wordlist)
############################################################
# :Dialogs:
# Password dialog
#
# This alert is displayed when a local player has set a
# password and is trying to see his tiles
############################################################
Text of dialog. Player name is substituted
Password for \"%1$s\":
############################################################
# :Dialogs:
# Password dialog
#
# This alert is displayed when a local player has set a
# password and is trying to see his tiles
############################################################
Text of dialog. Player name is substituted
*/
public static final int msg_ask_password_fmt=0x7f05019f;
/** When a game has been connected and the relay is notified that
a device in the game has deleted its part of the game, this
message is posted when you connect your end of it to the
relay. Once this happens there is no way to continue the
game so you might as well delete it (unless you're saving it
for its history etc.)
When a game has been connected and the relay is notified that
a device in the game has deleted its part of the game, this
message is posted when you connect your end of it to the
relay. Once this happens there is no way to continue the
game so you might as well delete it (unless you're saving it
for its history etc.)
This game has been deleted on
another device. You will not be able to play any
further.
When a game has been connected and the relay is notified that
a device in the game has deleted its part of the game, this
message is posted when you connect your end of it to the
relay. Once this happens there is no way to continue the
game so you might as well delete it (unless you're saving it
for its history etc.)
*/
public static final int msg_dev_deleted=0x7f0500f5;
/** (I believe this can no longer occur)
(I believe this can no longer occur)
Another host has already registered a
room using that name. Rename yours or retry later.
(I believe this can no longer occur)
*/
public static final int msg_dup_room=0x7f0500f3;
/** (I believe this can no longer occur)
(I believe this can no longer occur)
The relay has lost contact with
another device in this game.
(I believe this can no longer occur)
*/
public static final int msg_lost_other=0x7f0500f4;
/** (I believe this can no longer occur)
(I believe this can no longer occur)
No host has registered a room by that name.
(I believe this can no longer occur)
*/
public static final int msg_no_room=0x7f0500f2;
/** Text of "toast" shown when a game is notified by the relay
that all expected players have registered. At this point
play can begin.
Text of "toast" shown when a game is notified by the relay
that all expected players have registered. At this point
play can begin.
All players are here in room
\"%1$s\".
Text of "toast" shown when a game is notified by the relay
that all expected players have registered. At this point
play can begin.
*/
public static final int msg_relay_all_here_fmt=0x7f0500ef;
/** (I believe this can no longer occur)
(I believe this can no longer occur)
You are providing more players than
the host expects.
(I believe this can no longer occur)
*/
public static final int msg_too_many=0x7f0500f1;
/** Text of progress indicator shown while check is being conducted
Text of progress indicator shown while check is being conducted
Text of progress indicator shown while check is being conducted
*/
public static final int msgs_progress=0x7f050095;
/** %1$s moved more than %2$s ago.
*/
public static final int nag_body_fmt=0x7f0502be;
/** XLATE-ME
Reminder intervals (minutes1,minutes2,...)
*/
public static final int nag_intervals=0x7f050303;
/** Nagging: title of notification reminder message
Nagging: title of notification reminder message
Reminder: It\'s your turn
*/
public static final int nag_title=0x7f0502bd;
/** above is inserted in this the last time I warn
above is inserted in this the last time I warn
Last warning: %1$s
*/
public static final int nag_warn_last_fmt=0x7f0502bf;
/** XLATE-ME
%1$s copy
*/
public static final int name_copy_fmt=0x7f05020c;
public static final int name_dict_fmt=0x7f0502fd;
public static final int nbs_port=0x7f050083;
/** text of checkbox. If this checkbox is checked, games created
for network play will by default have the hint feature
enabled.
text of checkbox. If this checkbox is checked, games created
for network play will by default have the hint feature
enabled.
Allow hints (networked)
text of checkbox. If this checkbox is checked, games created
for network play will by default have the hint feature
enabled.
*/
public static final int nethints_allowed=0x7f0500c5;
/** clarification on hints_allowed, whether new NETWORKED games
will default to having the hint feature enabled(string
elsewhere in this file)
clarification on hints_allowed, whether new NETWORKED games
will default to having the hint feature enabled(string
elsewhere in this file)
Enable hints for two-device games
clarification on hints_allowed, whether new NETWORKED games
will default to having the hint feature enabled(string
elsewhere in this file)
*/
public static final int nethints_allowed_sum=0x7f05012e;
/** XLATE-ME
Game network stats
*/
public static final int netstats_title=0x7f0502f8;
/** XLATE-ME
For experienced players
*/
public static final int network_advanced_summary=0x7f0502d2;
/** XLATE-ME
Advanced
*/
public static final int network_advanced_title=0x7f0502d1;
/** Network game settings
*/
public static final int network_behavior=0x7f05015f;
/** explanation of the above
explanation of the above
Settings that apply to
networked games
explanation of the above
*/
public static final int network_behavior_summary=0x7f050160;
/**
Tap to download and install
*/
public static final int new_app_avail=0x7f050245;
/**
New version of %1$s
*/
public static final int new_app_avail_fmt=0x7f050244;
/**
New game via Bluetooth
From a player on the device %1$s wants to start a game
*/
public static final int new_bt_body_fmt=0x7f0501fd;
/**
*/
public static final int new_btmove_title=0x7f050201;
/**
New wordlist available
*/
public static final int new_dict_avail=0x7f050242;
/**
Tap to update %1$s
*/
public static final int new_dict_avail_fmt=0x7f050243;
/** XLATE-ME
New one-device game
*/
public static final int new_game=0x7f0502c8;
/** XLATE-ME
Would you like to create this game
using default settings?\n\nOr would you like to configure it
first?
*/
public static final int new_game_message=0x7f0502cb;
/** XLATE-ME
(You will have a chance to
invite other players when it is open.)
*/
public static final int new_game_message_net=0x7f0502cd;
/** XLATE-ME
This game must be
configured before it can be opened.
*/
public static final int new_game_message_nodflt=0x7f0502cc;
/** XLATE-ME
New networked game
*/
public static final int new_game_networked=0x7f0502c9;
/**
One or more moves has arrived
*/
public static final int new_move_body=0x7f050202;
/**
%1$s has invited you to play
*/
public static final int new_name_body_fmt=0x7f05020f;
public static final int new_relay_body=0x7f0501fe;
/** hint (text shown when field is empty) for room name field
hint (text shown when field is empty) for room name field
Room name
hint (text shown when field is empty) for room name field
*/
public static final int new_room_hint=0x7f0500be;
/**
###########################################################
# :Dialogs:
# New user info dialog
#
# This dialog pops up in places I think new users need an
# explanation of something. It always has a button allowing
# the user to say he doesn't need to see it again.
###########################################################
Title of New user info dialog
###########################################################
# :Dialogs:
# New user info dialog
#
# This dialog pops up in places I think new users need an
# explanation of something. It always has a button allowing
# the user to say he doesn't need to see it again.
###########################################################
Title of New user info dialog
Here\'s a tip
###########################################################
# :Dialogs:
# New user info dialog
#
# This dialog pops up in places I think new users need an
# explanation of something. It always has a button allowing
# the user to say he doesn't need to see it again.
###########################################################
Title of New user info dialog
*/
public static final int newbie_title=0x7f0501b4;
/** section separator (white-on-gray bar) for third section:
bluetooth games
section separator (white-on-gray bar) for third section:
bluetooth games
New Bluetooth game
section separator (white-on-gray bar) for third section:
bluetooth games
*/
public static final int newgame_bt_header=0x7f050175;
/** Text of second of two buttons for new standalone games. Tap
this and you'll get taken to the "Game configure" screen
Text of second of two buttons for new standalone games. Tap
this and you'll get taken to the "Game configure" screen
Configure first
*/
public static final int newgame_configure_first=0x7f05016f;
public static final int newgame_drop_relay=0x7f050174;
/** Text of first of two buttons for new networked games. Tap
this and a game will be created, but you probably won't see
it immediately because an email or messaging app will be
launched to send your invitation.
Text of first of two buttons for new networked games. Tap
this and a game will be created, but you probably won't see
it immediately because an email or messaging app will be
launched to send your invitation.
Invite now
Text of first of two buttons for new networked games. Tap
this and a game will be created, but you probably won't see
it immediately because an email or messaging app will be
launched to send your invitation.
*/
public static final int newgame_invite=0x7f050172;
public static final int newgame_invite_more=0x7f050173;
/** Text of first of two buttons for new standalone games. Tap
this and a new game will be created and opened. If the first
player is a robot it will immediately take its turn.
Text of first of two buttons for new standalone games. Tap
this and a new game will be created and opened. If the first
player is a robot it will immediately take its turn.
Play now
Text of first of two buttons for new standalone games. Tap
this and a new game will be created and opened. If the first
player is a robot it will immediately take its turn.
*/
public static final int newgame_local=0x7f05016e;
/** This is one of two descriptions on this screen. It explains
what standalone games are and describes the two buttons used
to create them. The name of the language of the default
wordlist is substituted in for %1$s.
This is one of two descriptions on this screen. It explains
what standalone games are and describes the two buttons used
to create them. The name of the language of the default
wordlist is substituted in for %1$s.
Create a new game where all
players will be on this device. To play against a robot and
with your default settings (in %1$s, etc.) just press \"Play
now\". To add players or change game settings, press
\"Configure first\".
This is one of two descriptions on this screen. It explains
what standalone games are and describes the two buttons used
to create them. The name of the language of the default
wordlist is substituted in for %1$s.
*/
public static final int newgame_local_desc_fmt=0x7f05016d;
/** ############################################################
# :Screens:
# New game screen
#
# This comes up when you tap the "new game" button on the
# main screen or the new game menuitem in the main screen's
# menu. It has descriptions and buttons for creating the two
# types of supported games, standalone and networked.
############################################################
section separator (white-on-gray bar) for first section:
standalone games
############################################################
# :Screens:
# New game screen
#
# This comes up when you tap the "new game" button on the
# main screen or the new game menuitem in the main screen's
# menu. It has descriptions and buttons for creating the two
# types of supported games, standalone and networked.
############################################################
section separator (white-on-gray bar) for first section:
standalone games
New Local-only game
############################################################
# :Screens:
# New game screen
#
# This comes up when you tap the "new game" button on the
# main screen or the new game menuitem in the main screen's
# menu. It has descriptions and buttons for creating the two
# types of supported games, standalone and networked.
############################################################
section separator (white-on-gray bar) for first section:
standalone games
*/
public static final int newgame_local_header=0x7f05016c;
/** This is the second of two descriptions on this screen. It
explains what networked games are and describes the two
buttons used to create them.
This is the second of two descriptions on this screen. It
explains what networked games are and describes the two
buttons used to create them.
Create a game that will be
played over the network. The \"Invite now\" button starts a
two-device game and helps you invite a friend to join it. Or
press \"Configure first\" to change some of the defaults before
you start your networked game. (You\'ll have a chance to send
invites later.)
This is the second of two descriptions on this screen. It
explains what networked games are and describes the two
buttons used to create them.
*/
public static final int newgame_networked_desc=0x7f050171;
/** section separator (white-on-gray bar) for second section:
networked games
section separator (white-on-gray bar) for second section:
networked games
New Networked game
section separator (white-on-gray bar) for second section:
networked games
*/
public static final int newgame_networked_header=0x7f050170;
/**
New SMS Game
*/
public static final int newgame_sms_header=0x7f05020d;
/** Name your new group:
*/
public static final int newgroup_label=0x7f050259;
/** XLATE-ME
To invite via NFC just touch the back
of this device against the one you want to invite—any time the
game is open.
*/
public static final int nfc_just_tap=0x7f0502df;
/** XLATE-ME
GSM
XLATE-ME
CDMA
XLATE-ME
Send via NFC to self?
*/
public static final int nfc_to_self=0x7f05030d;
/** Title of dialog for renaming game (triggered by selecting
list_item_rename)
If you try to copy a networked game you get this error
message.
Title of dialog for renaming game (triggered by selecting
list_item_rename)
If you try to copy a networked game you get this error
message.
Title of dialog for renaming game (triggered by selecting
list_item_rename)
If you try to copy a networked game you get this error
message.
*/
public static final int no_copy_network=0x7f0500a0;
/** If the wordlist disappears mid-game there are no choices,
just an explanation and this button, after which the game
closes.
If the wordlist disappears mid-game there are no choices,
just an explanation and this button, after which the game
closes.
A wordlist this game is using has
disappeared. (Usually this means it\'s on an external card that
is no longer available.)
If the wordlist disappears mid-game there are no choices,
just an explanation and this button, after which the game
closes.
*/
public static final int no_dict_finish=0x7f050198;
/** If the missing wordlist is discovered when trying to open the
game, we have more options. If there's another wordlist in
the same language, we can offer to substitute without needing
to download. Otherwise the user must choose between
downloading and not opening the game. This first message
takes wordlist name and language substituted in for %1$ and
%2$
If the missing wordlist is discovered when trying to open the
game, we have more options. If there's another wordlist in
the same language, we can offer to substitute without needing
to download. Otherwise the user must choose between
downloading and not opening the game. This first message
takes wordlist name and language substituted in for %1$ and
%2$
Game \"%1$s\" requires a %2$s wordlist.
Please download one before opening.
If the missing wordlist is discovered when trying to open the
game, we have more options. If there's another wordlist in
the same language, we can offer to substitute without needing
to download. Otherwise the user must choose between
downloading and not opening the game. This first message
takes wordlist name and language substituted in for %1$ and
%2$
*/
public static final int no_dict_fmt=0x7f05019a;
/** This is an alternative message presented when there's also
the option of downloading another wordlist. Game name,
wordlist name and language are substituted in.
This is an alternative message presented when there's also
the option of downloading another wordlist. Game name,
wordlist name and language are substituted in.
Unable to open game \"%1$s\" because
wordlist %2$s not found. (It may have been deleted, or stored
on an external card that is no longer available.)\n\nYou can
download a replacement or substitute another %3$s
wordlist.
This is an alternative message presented when there's also
the option of downloading another wordlist. Game name,
wordlist name and language are substituted in.
*/
public static final int no_dict_subst_fmt=0x7f05019b;
/**
############################################################
# :Dialogs:
# Missing wordlist alert
#
# This alert is displayed when you try to open a game whose
# wordlist cannot be found.
############################################################
title of alert
Display snapshots of games
Button shown in game over dialog triggering creation of new
game with the same players and parameters as the one that
just ended.
Shown in toast when relaunching after switching dicts
Used in formatting final scores display
Used in formatting final scores display
board menu for small devices only
New strings that need to be documented and found a home
above.
text of button in About Crosswords dialog summoning above
dialog
text of dialog showing the set of changes made since the last
release
Another paragraph giving credit for work done other than by
Eric House and translators
############################################################
# :Dialogs:
# Missing wordlist alert
#
# This alert is displayed when you try to open a game whose
# wordlist cannot be found.
############################################################
title of alert
Wordlist not found
############################################################
# :Dialogs:
# Missing wordlist alert
#
# This alert is displayed when you try to open a game whose
# wordlist cannot be found.
############################################################
title of alert
*/
public static final int no_dict_title=0x7f050197;
/** If you click on the Play button without having entered a room
name you get an alert with this error message.
If you click on the Play button without having entered a room
name you get an alert with this error message.
This game cannot connect without a
room name.
If you click on the Play button without having entered a room
name you get an alert with this error message.
*/
public static final int no_empty_rooms=0x7f050189;
/** If you choose the above option and have no networked games
you get this error message
If you choose the above option and have no networked games
you get this error message
If you choose the above option and have no networked games
you get this error message
*/
public static final int no_games_to_refresh=0x7f050096;
/** Google Play app not found
*/
public static final int no_market=0x7f050279;
/** displayed when you long-tap a scoreboard entry and there's no
most recent score to show
displayed when you long-tap a scoreboard entry and there's no
most recent score to show
(No moves yet)
displayed when you long-tap a scoreboard entry and there's no
most recent score to show
*/
public static final int no_moves_made=0x7f0500e6;
/** If the query returns no rooms, this message is displayed,
with the number of players in the game and its language
substituted.
If the query returns no rooms, this message is displayed,
with the number of players in the game and its language
substituted.
No public rooms found for
%1$d-player games in %2$s. Try refreshing or creating your
own.
If the query returns no rooms, this message is displayed,
with the number of players in the game and its language
substituted.
*/
public static final int no_name_found_fmt=0x7f0500c2;
public static final int no_relay_conn=0x7f050320;
/** This is not currently shown
Crosswords wordlists, which are
just compressed lists of words plus tile information, determine
what language a game is played in and how \"smart\" the robot
is. You can download different sized wordlists in many
languages here. Email me at eehouse@eehouse.org for information
on building and installing your own wordlists.
Shown the first time the board arrow is drawn on the current
Board screen. The idea is that you're tapping around
figuring out how to play and when you tap an empty cell the
arrow appears. This explains it.
This is not currently shown
Crosswords wordlists, which are
just compressed lists of words plus tile information, determine
what language a game is played in and how \"smart\" the robot
is. You can download different sized wordlists in many
languages here. Email me at eehouse@eehouse.org for information
on building and installing your own wordlists.
Shown the first time the board arrow is drawn on the current
Board screen. The idea is that you're tapping around
figuring out how to play and when you tap an empty cell the
arrow appears. This explains it.
Moving tiles to the board:\nYou can
drag tiles between the rack and the board, or you can tap an
empty square to place the board arrow. Rack tiles you tap will
replace the arrow (moving it one square in the direction it
points.) Tap the arrow once to change its orientation; a second
time, to hide it. A checkbox in the Appearance section of
Settings will hide it permanently.
This is not currently shown
Crosswords wordlists, which are
just compressed lists of words plus tile information, determine
what language a game is played in and how \"smart\" the robot
is. You can download different sized wordlists in many
languages here. Email me at eehouse@eehouse.org for information
on building and installing your own wordlists.
Shown the first time the board arrow is drawn on the current
Board screen. The idea is that you're tapping around
figuring out how to play and when you tap an empty cell the
arrow appears. This explains it.
*/
public static final int not_again_arrow=0x7f0501c7;
/** The back button clears any
selection instead of exiting. Hit it again to exit the
app.
*/
public static final int not_again_backclears=0x7f05026c;
/**
This button opens the wordlist
browser on the current player\'s wordlist.
*/
public static final int not_again_browse=0x7f0501e9;
/**
This button opens the wordlist
browser on the wordlist of your choice.
*/
public static final int not_again_browseall=0x7f0501ea;
/** Shown when you tap the chat button on the toolbar of the
main Board screen
Shown when you tap the chat button on the toolbar of the
main Board screen
This button opens the screen for
messaging between devices in this game. Messages will be kept
until you delete the game that contains them.
Shown when you tap the chat button on the toolbar of the
main Board screen
*/
public static final int not_again_chat=0x7f0501c0;
/** EXPERIMENTAL: Newbie hint next when invite_choice_clip shown
when chosen
*/
public static final int not_again_clip_expl_fmt=0x7f050330;
public static final int not_again_comms_bt=0x7f050329;
public static final int not_again_comms_relay=0x7f050327;
public static final int not_again_comms_sms=0x7f050328;
/** This is shown in the Board screen when you successfully
connecting a game to the relay and are the last device in the
game to do so, i.e. the game is now complete and you should
expect play to begin.
This is shown in the Board screen when you successfully
connecting a game to the relay and are the last device in the
game to do so, i.e. the game is now complete and you should
expect play to begin.
You have connected and joined a
game on the relay; the room is now full. The device that
created the room will now assign your initial tiles and play can
begin.
This is shown in the Board screen when you successfully
connecting a game to the relay and are the last device in the
game to do so, i.e. the game is now complete and you should
expect play to begin.
*/
public static final int not_again_conndall=0x7f0501c6;
/** This is shown in the Board screen when you successfully
connect a game to the relay and are the first device in the
game to do so.
This is shown in the Board screen when you successfully
connect a game to the relay and are the first device in the
game to do so.
You have connected and started
a game in a new room. Once the remaining devices have joined
your room and Crosswords has assigned them tiles the game can
begin.
This is shown in the Board screen when you successfully
connect a game to the relay and are the first device in the
game to do so.
*/
public static final int not_again_conndfirst=0x7f0501c4;
/** This is shown in the Board screen when you successfully
connecting a game to the relay and are not the first device
in the game but not the last either. So it will only occur
for games with more than two devices, which are rare.
This is shown in the Board screen when you successfully
connecting a game to the relay and are not the first device
in the game but not the last either. So it will only occur
for games with more than two devices, which are rare.
You have connected and joined a
game on the relay. You will be notified when the remaining
device[s] have joined your room and play can begin.
This is shown in the Board screen when you successfully
connecting a game to the relay and are not the first device
in the game but not the last either. So it will only occur
for games with more than two devices, which are rare.
*/
public static final int not_again_conndmid=0x7f0501c5;
public static final int not_again_dfltname_fmt=0x7f050337;
/** This screen lets you install new
wordslists and view the ones you already have.\n\nWhat wordlists
you have installed determines:\n• What languages you can play
in\n• How smart the robot player is\n• What words are
legal.\n\nCheck the \"Show downloadable\" box at the top to see
what\'s available.
*/
public static final int not_again_dicts=0x7f0502ba;
/** This is shown when you choose the board_menu_done menu item.
It's to let you know that there's a shortcut that does almost
the same thing.
This is shown when you choose the board_menu_done menu item.
It's to let you know that there's a shortcut that does almost
the same thing.
Tapping the \"pts\" counter that
appears at the right end of the rack is the easiest way to
commit a move.
This is shown when you choose the board_menu_done menu item.
It's to let you know that there's a shortcut that does almost
the same thing.
*/
public static final int not_again_done=0x7f0501c2;
/** XLATE-ME
Public rooms have been made
an \"advanced\" feature in this release. If you were using them
and want them back, enable them now. You can turn them off again
in Settings.
*/
public static final int not_again_enablepublic=0x7f0502e5;
/** Shown when you tap the flip button on the toolbar of the main
Board screen
Shown when you tap the flip button on the toolbar of the main
Board screen
This button flips the board across a
diagonal axis.
Shown when you tap the flip button on the toolbar of the main
Board screen
*/
public static final int not_again_flip=0x7f0501bd;
/** This string has special format
specifiers (e.g. %1$s). Please be sure that your translation has
the same ones as the original.\n\n(You will not be able to save it
unless it does.)
*/
public static final int not_again_fmt_expl=0x7f0502ac;
/** XLATE-ME
These two buttons do
the same thing as the first two items in this window\'s Action Bar
(or menu). If you like you can hide the buttons to make more games
visible.\n\n(If you later want to unhide them go to the Appearance
section of App settings).
*/
public static final int not_again_hidenewgamebuttons=0x7f0502d9;
/** Shown when you tap the next hint button on the toolbar of the
main Board screen
Shown when you tap the next hint button on the toolbar of the
main Board screen
This button shows all possible
moves in descending order (using tiles to the right of the rack
divider.)
Shown when you tap the next hint button on the toolbar of the
main Board screen
*/
public static final int not_again_hintnext=0x7f0501bb;
/** Currently not used
The new game you have created has
two players. Player 1 is a robot; Player 2 is you. Tap the game
to play; long-tap (hold your finger on the game) to change its
settings or for other options.
Shown when you tap the Previous Hint button on the toolbar of
the main Board screen
Currently not used
The new game you have created has
two players. Player 1 is a robot; Player 2 is you. Tap the game
to play; long-tap (hold your finger on the game) to change its
settings or for other options.
Shown when you tap the Previous Hint button on the toolbar of
the main Board screen
This button shows all possible
moves in ascending order (using tiles to the right of the rack
divider.)
Currently not used
The new game you have created has
two players. Player 1 is a robot; Player 2 is you. Tap the game
to play; long-tap (hold your finger on the game) to change its
settings or for other options.
Shown when you tap the Previous Hint button on the toolbar of
the main Board screen
*/
public static final int not_again_hintprev=0x7f0501ba;
/** Shown when you tap the juggle button on the toolbar of the
main Board screen
Shown when you tap the juggle button on the toolbar of the
main Board screen
This button randomly rearranges
tiles in the rack.
Shown when you tap the juggle button on the toolbar of the
main Board screen
*/
public static final int not_again_juggle=0x7f0501bc;
/**
This button lets you look up,
online, the words just played.
*/
public static final int not_again_lookup=0x7f0501dd;
/** Shown when you first pick the list_item_new_from menuitem
Shown when you first pick the list_item_new_from menuitem
Create a new ready-to-play game
using all the settings from this one. That is, treat this game
as a template.
Shown when you first pick the list_item_new_from menuitem
*/
public static final int not_again_newfrom=0x7f0501c9;
/** Tapping a game opens it.\n\nYou
can instead tap the icons at the left to select or deselect games,
then act on selected games, e.g. to delete them, using the menu or
\"Actionbar.\"
*/
public static final int not_again_newselect=0x7f05026b;
public static final int not_again_rematch_two_only=0x7f05032b;
/** The selected words will be
copied to the system clipboard. You can then paste them into any
app that supports pasting text, e.g. an email app.
*/
public static final int not_again_studycopy=0x7f050285;
/** The following strings (all whose names start with
"not_again") appear in the New user info dialog.
shown when user chooses the gamel_menu_checkmoves menu
The following strings (all whose names start with
"not_again") appear in the New user info dialog.
shown when user chooses the gamel_menu_checkmoves menu
This action checks the relay for
pending moves/messages for all networked games and flags those
with pending moves. When you open a flagged game it will connect
and sync. (In a later release these moves will be downloaded in
the background.)
The following strings (all whose names start with
"not_again") appear in the New user info dialog.
shown when user chooses the gamel_menu_checkmoves menu
*/
public static final int not_again_sync=0x7f0501b6;
/** Shown when the user chooses the "board_menu_trade" menu
Shown when the user chooses the "board_menu_trade" menu
You are entering tile-exchange
mode.\n\nTap tiles to add/remove them from the set to be
exchanged.\n\n
Shown when the user chooses the "board_menu_trade" menu
*/
public static final int not_again_trading=0x7f0501b7;
/** Use the buttons to
commit your turn or exit exchange mode.
*/
public static final int not_again_trading_buttons=0x7f0501b8;
/** Use the menu or action bar
to commit your turn or exit exchange mode.
*/
public static final int not_again_trading_menu=0x7f0501b9;
/** Shown when the board screen is visible and it's just become
another players turn. The idea is to give a hint about how to
find out about recent moves.
Shown when the board screen is visible and it's just become
another players turn. The idea is to give a hint about how to
find out about recent moves.
The player whose turn it is
is drawn large in the scoreboard.\n\nHold your finger on a name in
the scoreboard to get details about that player\'s most recent
move.
Shown when the board screen is visible and it's just become
another players turn. The idea is to give a hint about how to
find out about recent moves.
*/
public static final int not_again_turnchanged=0x7f0501c8;
/** Shown when you tap the undo/redo button on the toolbar of the
main Board screen
Shown when you tap the undo/redo button on the toolbar of the
main Board screen
This button undos or redoes the
current turn.
Shown when you tap the undo/redo button on the toolbar of the
main Board screen
*/
public static final int not_again_undo=0x7f0501bf;
/** Shown in the Game configure screen when the game_locked
checkbox is checked and you uncheck it.
Shown in the Game configure screen when the game_locked
checkbox is checked and you uncheck it.
This game is in play. Some
settings, e.g. the number of players, cannot be changed without
restarting it. When you leave this page you will have a chance
to discard changes to avoid a restart.
Shown in the Game configure screen when the game_locked
checkbox is checked and you uncheck it.
*/
public static final int not_again_unlock=0x7f0501c3;
/** Shown when you tap the values button on the toolbar of the
main Board screen. This is intended to allow players to
remind themselves how much played tiles are worth while
planning a move.
Shown when you tap the values button on the toolbar of the
main Board screen. This is intended to allow players to
remind themselves how much played tiles are worth while
planning a move.
This button changes whether the
board shows letters on placed tiles or their point values.
Use it to remind yourself what a tile is worth.
Shown when you tap the values button on the toolbar of the
main Board screen. This is intended to allow players to
remind themselves how much played tiles are worth while
planning a move.
*/
public static final int not_again_values=0x7f0501c1;
/** Shown when you tap the zoom (+/-) button on the toolbar of
the main Board screen
Shown when you tap the zoom (+/-) button on the toolbar of
the main Board screen
This button toggles the board
between zoomed and regular size. Drag it when it is zoomed to
see parts that are hidden.
Shown when you tap the zoom (+/-) button on the toolbar of
the main Board screen
*/
public static final int not_again_zoom=0x7f0501be;
/** (None)
*/
public static final int note_none=0x7f0502b6;
public static final int notify_chat_body_fmt=0x7f0501a5;
public static final int notify_chat_title_fmt=0x7f0501a4;
/** This text is displayed as the "summary" for both of the
notify choices above, as extra information. (There could be
different strings if it makes more sense in your language.)
This text is displayed as the "summary" for both of the
notify choices above, as extra information. (There could be
different strings if it makes more sense in your language.)
When opponent moves arrive
This text is displayed as the "summary" for both of the
notify choices above, as extra information. (There could be
different strings if it makes more sense in your language.)
*/
public static final int notify_other_summary=0x7f05016b;
/** When one or more new moves is found, should I play a
notification sound
When one or more new moves is found, should I play a
notification sound
Play sound
When one or more new moves is found, should I play a
notification sound
*/
public static final int notify_sound=0x7f050169;
/** When a move is fetched from the relay a Notification is
posted. These are its title, which appears in the top bar of the
device, and the body that appears when you pull the notifications
down.
When a move is fetched from the relay a Notification is
posted. These are its title, which appears in the top bar of the
device, and the body that appears when you pull the notifications
down.
Move in game %1$s
*/
public static final int notify_title_fmt=0x7f0501a2;
public static final int notify_title_turn_fmt=0x7f0501a3;
/** When one or more new moves is found, should I vibrate the
device
When one or more new moves is found, should I vibrate the
device
Vibrate
When one or more new moves is found, should I vibrate the
device
*/
public static final int notify_vibrate=0x7f05016a;
/** XLATE-ME
Number on this device
*/
public static final int nplayers_prompt=0x7f0502cf;
/** text of label identifying the field where human players can
enter an option password. The label and field disappear when
the robot player checkbox is checked because it makes no
sense for a robot to have a password. In fact, passwords
only make sense where there's more than one local human
player on a device, so they are infrequently used in network
games as well.
text of label identifying the field where human players can
enter an option password. The label and field disappear when
the robot player checkbox is checked because it makes no
sense for a robot to have a password. In fact, passwords
only make sense where there's more than one local human
player on a device, so they are infrequently used in network
games as well.
Password
text of label identifying the field where human players can
enter an option password. The label and field disappear when
the robot player checkbox is checked because it makes no
sense for a robot to have a password. In fact, passwords
only make sense where there's more than one local human
player on a device, so they are infrequently used in network
games as well.
*/
public static final int password_label=0x7f0500de;
/** You have NFC enabled. That
means that any time a board that\'s missing a player is open, you
can tap a nearby person\'s device to invite him/her to
play – if he/she is also using NFC.
\u0020pct.
*/
public static final int pct_suffix=0x7f050277;
/** If this preference is checked, tapping on the scoreboard
entry for any player reveals that player's tiles and any
pending move (after asking for his password if one is set.)
This feature, which is disabled by default, is meant for the
case where serveral human players are sharing a device: it
might make sense for one to be able to study the board even
though it's not his turn e.g. while the player whose turn it
is is temporarily unable to play.
If this preference is checked, tapping on the scoreboard
entry for any player reveals that player's tiles and any
pending move (after asking for his password if one is set.)
This feature, which is disabled by default, is meant for the
case where serveral human players are sharing a device: it
might make sense for one to be able to study the board even
though it's not his turn e.g. while the player whose turn it
is is temporarily unable to play.
View tiles out-of-turn
If this preference is checked, tapping on the scoreboard
entry for any player reveals that player's tiles and any
pending move (after asking for his password if one is set.)
This feature, which is disabled by default, is meant for the
case where serveral human players are sharing a device: it
might make sense for one to be able to study the board even
though it's not his turn e.g. while the player whose turn it
is is temporarily unable to play.
*/
public static final int peek_other=0x7f05015b;
/** explanation of the above
explanation of the above
Tapping on scoreboard name shows
that player\'s tiles
explanation of the above
*/
public static final int peek_other_summary=0x7f05015c;
/**
Connected number[s]:
*/
public static final int phone_label=0x7f05021a;
/** Don't warn, but simply force to skip turn (give 0 points)
when user attempts to play word not in the wordlist.
Don't warn, but simply force to skip turn (give 0 points)
when user attempts to play word not in the wordlist.
Disallow phonies
Don't warn, but simply force to skip turn (give 0 points)
when user attempts to play word not in the wordlist.
*/
public static final int phonies_disallow=0x7f0500cf;
/** These are the three choices in the popup above whose text is
phonies_spinner_prompt
Don't care if words played are in the wordlist or not
If you click on the Play button without having entered a room
name you get an alert with this error message.
This button takes you to the normal Game Configure screen
This is the "hint" printed in light text in the empty player
name field
These four strings are displayed as step-by-step
instructions
############################################################
# :Screens:
# RelayGameActivity screen
#
# This screen is a simple alternative to the Game Configure
# screen. You'll get it when you choose the list_item_config
# on certain unconfigured simple relay games (currently simple
# means they have 2 players. These days about the only way to
# get this screen is to create a relay game manually and to
# abort after making the room name empty. That is, this is
# left over from an older way of helping people connect, from
# before invitations.
# The dialog has a list of instructions, two text fields for
# room name and local player name, and two buttons.
############################################################
This is the heading above the list of steps. The default
language is substituted for %1$s.
############################################################
# :Menus:
# Chat messages screen menu
############################################################
This is the only menu item in the chat screen. Press it and
all the chat messages are erased. There is no effect on
other devices in the game: no "clear chat" message is
transmitted.
Text on the button that causes the contents of the
message-composition field to be sent.
Prefix for remote messages
Prefix for local messages
############################################################
# :Screens:
# Chat screen
#
# Shown when the chat button is pressed from the Board screen
# or when a chat message (as opposed to a move message) comes
# in from the relay. It displays a history of messages with
# slightly different colored backgrounds and with prefixes to
# indicate whether they are local or remote in origin.
############################################################
title of the chat screen. The name of the current game is
substituted for %1$s.
Text of dialog asking user to confirm a move that exchanges
tiles (instead of forming a new word to earn points)
When I've created the invitation, in text or html, I ask
Android to launch an app that can send it, typically an email
or messaging app. Android then asks the user to choose which
of the installed apps that can process the request he'd like
to have launched. This string is passed to Android and used
as the title of the dialog that presents that choice.
This is the body of the text version of the invitation. A URL
is created with parameters describing the game and
substituted for "%1$s".
This is the body of the html version of the invitation. A URL
is created with parameters describing the game and
substituted for "%1$s". (The funky \u003c and friends are
encodings for the greater-than and less-than symbols which
are not legal in xml strings.)
This is the subject line of the email/text sent to invite
someone to join a game.
When an invitation is sent, the user gets to choose between
plaintext and html formatting. These two strings are shown in the
two buttons in the dialog.
The invitation process begins with this query. The choice is
between html and plaintext formatting but I also provide some
explanation/guidance.
EXPLAIN ME
EXPLAIN ME
section separator (white-on-gray bar) for third section:
bluetooth games
Text of first of two buttons for new networked games. Tap
this and a game will be created, but you probably won't see
it immediately because an email or messaging app will be
launched to send your invitation.
This is the second of two descriptions on this screen. It
explains what networked games are and describes the two
buttons used to create them.
section separator (white-on-gray bar) for second section:
networked games
Text of first of two buttons for new standalone games. Tap
this and a new game will be created and opened. If the first
player is a robot it will immediately take its turn.
This is one of two descriptions on this screen. It explains
what standalone games are and describes the two buttons used
to create them. The name of the language of the default
wordlist is substituted in for %1$s.
############################################################
# :Screens:
# New game screen
#
# This comes up when you tap the "new game" button on the
# main screen or the new game menuitem in the main screen's
# menu. It has descriptions and buttons for creating the two
# types of supported games, standalone and networked.
############################################################
section separator (white-on-gray bar) for first section:
standalone games
This text is displayed as the "summary" for both of the
notify choices above, as extra information. (There could be
different strings if it makes more sense in your language.)
When one or more new moves is found, should I vibrate the
device
When one or more new moves is found, should I play a
notification sound
These are the possible values for the connect_frequency
setting presented as a drop-down list.
############################################################
# :Screens:
# Network game settings preference subscreen (within
# Preferences screen)
############################################################
When there are networked games connecting using the relay,
Crosswords wakes up periodically to check if there are any
new moves available and fetches them. This controls how
frequently that check is done.
explanation of the above
explanation of the above
If this preference is checked the "crosshairs" (vertical and
horzontal lines through the cell your finger is on that help
you tell where the app thinks you're actually tapping) will
not be shown. Some users have complained that this feature
is distracting, presumably because they're using tablets with
large enough screens that they always know where they're
tapping.
explanation of the above
If this preference is checked, tapping on the scoreboard
entry for any player reveals that player's tiles and any
pending move (after asking for his password if one is set.)
This feature, which is disabled by default, is meant for the
case where serveral human players are sharing a device: it
might make sense for one to be able to study the board even
though it's not his turn e.g. while the player whose turn it
is is temporarily unable to play.
These are the three choices in the popup above whose text is
phonies_spinner_prompt
Don't care if words played are in the wordlist or not
Ignore phonies
These are the three choices in the popup above whose text is
phonies_spinner_prompt
Don't care if words played are in the wordlist or not
*/
public static final int phonies_ignore=0x7f0500cd;
/** title of popup used to determine how words are handled that
are not in the wordlist used for the game (or player if using
different wordlists per player)
title of popup used to determine how words are handled that
are not in the wordlist used for the game (or player if using
different wordlists per player)
How to handle \"phonies\"
(words not in wordlist)
title of popup used to determine how words are handled that
are not in the wordlist used for the game (or player if using
different wordlists per player)
*/
public static final int phonies_spinner_prompt=0x7f0500cc;
/** warn player when word played is not in the wordlist, but
allow him to play it.
warn player when word played is not in the wordlist, but
allow him to play it.
Warn if phonies
warn player when word played is not in the wordlist, but
allow him to play it.
*/
public static final int phonies_warn=0x7f0500ce;
/**
Pick tiles face-up
*/
public static final int pick_faceup=0x7f0501e5;
/**
Look up %1$s at
*/
public static final int pick_url_title_fmt=0x7f0501db;
/** Text of button at bottom. Press it and you exit this
configure screen and open the game into the Board screen
Text of button at bottom. Press it and you exit this
configure screen and open the game into the Board screen
Play game
Text of button at bottom. Press it and you exit this
configure screen and open the game into the Board screen
*/
public static final int play=0x7f0500d4;
/**
############################################################
# :Dialogs:
# Player edit dialog
#
# This comes up when you tap on a player within the Game
# config screen
############################################################
dialog title
Text of "toast" shown when a game is notified by the relay
that all expected players have registered. At this point
play can begin.
Text of "toast" (mini window briefly displayed) shown when a
game first connects to the relay. The three substitutions
are the device's order within the game (e.g. 2), the name of
the room, and how many additional players have not yet
registered with the relay in this game. This should be seen
only once per game.
Short for "points", this is shown at the right end of the
tray in place of the first tile placed along with the points
the current move would earn if committed.
Most users create games with only two players, which is the
default, but Crosswords supports up to four. When I'm using
the above string to encourage the opener of a game missing
players to invite, IF the number of missing players is
greater than one this text is appended to the above.
Toast shown when players are missing, same time as above
but more subtle.
If a networked game is opened and is not complete, i.e. if it
is listed as expecting remote players who have not yet shown
up, then the most likely explanation is that none has been
invited. (It's also possible that an invitation has been
sent, but I have no way of knowing that.) So every time I
open such a game I give the user a chance to issue an
invititation while trying to warn him not to send duplicates.
The number of players missing is substituted for "%1$d".
displayed when you long-tap a scoreboard entry and there's no
most recent score to show
Bonus value hint that's displayed in gray text in the colored
bonus square. Triple-word
Bonus value hint that's displayed in gray text in the colored
bonus square. Triple-letter
Bonus value hint that's displayed in gray text in the colored
bonus square. Double-word
Bonus value hint that's displayed in gray text in the colored
bonus square. Double-letter
############################################################
# :Screens:
# Board screen
#
#
# (an open game, with the 15x15 grid of # squares, letters
# played etc., is displayed here)
############################################################
Buttons shown at bottom when board is in exchange mode,
i.e. after user has picked board_menu_trade menu item
############################################################
# :Dialogs:
# Player edit dialog
#
# This comes up when you tap on a player within the Game
# config screen
############################################################
dialog title
Edit player
############################################################
# :Dialogs:
# Player edit dialog
#
# This comes up when you tap on a player within the Game
# config screen
############################################################
dialog title
*/
public static final int player_edit_title=0x7f0500d8;
/** used to create default player names. Number between 1 and 4
is substituted
When a move is fetched from the relay a Notification is
posted. These are its title, which appears in the top bar of the
device, and the body that appears when you pull the notifications
down.
used to create default player names. Number between 1 and 4
is substituted
used to create default player names. Number between 1 and 4
is substituted
Player %1$d
used to create default player names. Number between 1 and 4
is substituted
*/
public static final int player_fmt=0x7f0501a1;
/** text of lable identifying the field in which player's name is
set/displayed
Shown in the main screen when you launch Crosswords from an
invitation (received in email or messaging app, say) and
there's already a game running that matches that invitation.
It's to prevent you from opening multiple games and getting
confused. But some people who play together all the time use
the same room name over and over so they'll get this warning
and it's harmless to ignore it.
Used for a button when informing user that his attempt to
connect to the relay failed because the room named does not
exist. (I believe this no longer occurs.)
text of lable identifying the field in which player's name is
set/displayed
Name:
text of lable identifying the field in which player's name is
set/displayed
*/
public static final int player_label=0x7f0500da;
/** text for separator above the list of players that's used for
networked games. The numbers of local and non-local players
are substituted for %1$d and %2$d.
text for separator above the list of players that's used for
networked games. The numbers of local and non-local players
are substituted for %1$d and %2$d.
Players (%1$d local, %2$d
off-device)
text for separator above the list of players that's used for
networked games. The numbers of local and non-local players
are substituted for %1$d and %2$d.
*/
public static final int players_label_host_fmt=0x7f0500b7;
/** text for separator above the list of players that's used for
non-networked games
text for separator above the list of players that's used for
non-networked games
Players (tap to edit)
text for separator above the list of players that's used for
non-networked games
*/
public static final int players_label_standalone=0x7f0500b6;
/** Prefs related to in-app localization
*/
public static final int pref_group_l10n_summary=0x7f050319;
/** Localization Stuff
*/
public static final int pref_group_l10n_title=0x7f050318;
/** Prefs related to play via internet/relay
*/
public static final int pref_group_relay_summary=0x7f050317;
/** Relay Stuff
*/
public static final int pref_group_relay_title=0x7f050316;
/** Prefs related to play-via-sms
*/
public static final int pref_group_sms_summary=0x7f050315;
/** SMS Stuff
*/
public static final int pref_group_sms_title=0x7f050314;
/** Label for the first "human player" name preference
Label for the first "human player" name preference
Human player
*/
public static final int pref_human_name=0x7f050127;
/** Get intermediate builds
*/
public static final int pref_item_update_summary=0x7f05031b;
/** Update between releases
*/
public static final int pref_item_update_title=0x7f05031a;
/** Label for the first player color preference
Label for the first player color preference
First player
Label for the first "player name" preference
*/
public static final int pref_player1_name=0x7f050123;
/** Label for the second player color preference
Label for the second player color preference
Second player
Label for the second "player name" preference (unused)
*/
public static final int pref_player2_name=0x7f050124;
/** Label for the third player color preference
Label for the third player color preference
Third player
Label for the third "player name" preference (unused)
*/
public static final int pref_player3_name=0x7f050125;
/** Label for the fourth player color preference
Label for the fourth player color preference
Fourth player
Label for the fourth "player name" preference (unused)
*/
public static final int pref_player4_name=0x7f050126;
/**
############################################################
# :Screens:
# Appearances subscreen of Preferences screen
############################################################
title of this sub-preference
############################################################
# :Screens:
# Appearances subscreen of Preferences screen
############################################################
title of this sub-preference
Appearance
############################################################
# :Screens:
# Appearances subscreen of Preferences screen
############################################################
title of this sub-preference
*/
public static final int prefs_appearance=0x7f050134;
/** clarification of the above
clarification of the above
Settings controlling
appearance
clarification of the above
*/
public static final int prefs_appearance_summary=0x7f050135;
/**
############################################################
# :Screens:
# Behavior preference subscreen (within Preferences screen)
############################################################
title of this sub-preference
############################################################
# :Screens:
# Behavior preference subscreen (within Preferences screen)
############################################################
title of this sub-preference
Behavior
############################################################
# :Screens:
# Behavior preference subscreen (within Preferences screen)
############################################################
title of this sub-preference
*/
public static final int prefs_behavior=0x7f050151;
/** clarification of the above
clarification of the above
Settings controlling app behavior
clarification of the above
*/
public static final int prefs_behavior_summary=0x7f050152;
/**
############################################################
# :Screens:
# Individual Colors preference subscreen (within Appearances
# subscreen)
############################################################
title of this sub-preference
clarification of above
Checkbox that when set prevents showing a title bar in the
game board window to save space
List the state of the game, "Game over" or "10 moves made"
etc.
List names of opponents (summarized), e.g. "Game 2 (vs Kati)"
Put the language there, so it reads "Game 2 (English)"
Put nothing in the summary space, so it just reads "Game 2"
Preference to control what's listed next to game name in the
first line of a game summary in the main games-list screen,
e.g., if the option is "Game Language", "English" in the
listing "Game 2 (English)"
The following strings beginning with "game_summary_field_" are
possible values
clarification of the above
############################################################
# :Screens:
# Appearances subscreen of Preferences screen
############################################################
title of this sub-preference
############################################################
# :Screens:
# Individual Colors preference subscreen (within Appearances
# subscreen)
############################################################
title of this sub-preference
Individual colors
############################################################
# :Screens:
# Individual Colors preference subscreen (within Appearances
# subscreen)
############################################################
title of this sub-preference
*/
public static final int prefs_colors=0x7f050143;
/** clarification of the above
clarification of the above
Edit colors used on the board
clarification of the above
*/
public static final int prefs_colors_summary=0x7f050144;
/**
############################################################
# :Screens:
# New-game defaults subscreen of Preferences screen
############################################################
title of this sub-preference
############################################################
# :Screens:
# New-game defaults subscreen of Preferences screen
############################################################
title of this sub-preference
New game defaults
############################################################
# :Screens:
# New-game defaults subscreen of Preferences screen
############################################################
title of this sub-preference
*/
public static final int prefs_defaults=0x7f05011f;
/** clarification of the above
clarification of the above
Default settings for new
games
clarification of the above
*/
public static final int prefs_defaults_summary=0x7f050120;
/** sub-preference for dictionaries (soon to be called "word lists")
sub-preference for dictionaries (soon to be called "word lists")
Wordlists
sub-preference for dictionaries (soon to be called "word lists")
*/
public static final int prefs_dicts=0x7f050129;
/** clarification of above
clarification of above
Default wordlists
clarification of above
*/
public static final int prefs_dicts_summary=0x7f05012a;
/** sub-preference title for editing default player names.
There's only enabled now, though.
sub-preference title for editing default player names.
There's only enabled now, though.
Player names
sub-preference title for editing default player names.
There's only enabled now, though.
*/
public static final int prefs_names=0x7f050121;
/** clarification of the above
clarification of the above
Default player names
clarification of the above
*/
public static final int prefs_names_summary=0x7f050122;
/** Used when prev player's name can't be looked up
Used when prev player's name can't be looked up
Your opponent
*/
public static final int prev_player=0x7f0502c0;
public static final int processing_games=0x7f050334;
/** Downloading
*/
public static final int progress_title=0x7f0502b4;
/**
Words no longer than
*/
public static final int prompt_max_len=0x7f0501ef;
/**
Words no shorter than
*/
public static final int prompt_min_len=0x7f0501ee;
/** XLATE-ME
Relay device port
*/
public static final int proxy_port=0x7f0502fc;
/** Short for "points", this is shown at the right end of the
tray in place of the first tile placed along with the points
the current move would earn if committed.
Short for "points", this is shown at the right end of the
tray in place of the first tile placed along with the points
the current move would earn if committed.
*/
public static final int pts=0x7f0500ee;
/** If you check the join_room checkbox Crosswords queries the
relay. This is the text of the progress indicator displayed what
that's going on. (It's often visible for only a very short
time.)
If you check the join_room checkbox Crosswords queries the
relay. This is the text of the progress indicator displayed what
that's going on. (It's often visible for only a very short
time.)
Fetching public rooms for
%1$d-player games in %2$s.
If you check the join_room checkbox Crosswords queries the
relay. This is the text of the progress indicator displayed what
that's going on. (It's often visible for only a very short
time.)
*/
public static final int public_names_progress_fmt=0x7f0500c1;
/** Title for generic dialog asking a question, usually in the
middle of a game, like "do you want to commit this move?"
Title for generic dialog asking a question, usually in the
middle of a game, like "do you want to commit this move?"
A question…
Title for generic dialog asking a question, usually in the
middle of a game, like "do you want to commit this move?"
*/
public static final int query_title=0x7f0501b3;
public static final int radio_name_cdma=0x7f05030c;
public static final int radio_name_gsm=0x7f05030b;
/** XLATE-ME
Don\'t pretend
*/
public static final int radio_name_real=0x7f050309;
/** XLATE-ME
Tablet/no radio
*/
public static final int radio_name_tablet=0x7f05030a;
/**
############################################################
# :Dialogs:
# Color edit dialog
#
# A sub-sub preference, this is displayed each time the user
# wants to edit a color described by the strings above
############################################################
Names of the three colors by which colors can be edited in
the color preferences dialog
############################################################
# :Dialogs:
# Color edit dialog
#
# A sub-sub preference, this is displayed each time the user
# wants to edit a color described by the strings above
############################################################
Names of the three colors by which colors can be edited in
the color preferences dialog
Red
############################################################
# :Dialogs:
# Color edit dialog
#
# A sub-sub preference, this is displayed each time the user
# wants to edit a color described by the strings above
############################################################
Names of the three colors by which colors can be edited in
the color preferences dialog
*/
public static final int red=0x7f05014e;
/** XLATE-ME
Invite redirect host
*/
public static final int redir_host=0x7f0502ee;
public static final int rel_invite_title=0x7f050332;
/** Title of dialog used to alert players to relay-related
problems with the current game.
the color of text, e.g. "2L", shown on a bonus square on the
board
the background color of the area outside the board,
e.g. between entries in the scoreboard
Title of dialog used to alert players to relay-related
problems with the current game.
Connection problem
Title of dialog used to alert players to relay-related
problems with the current game.
*/
public static final int relay_alert=0x7f0500f0;
/** Message from relay
*/
public static final int relay_alert_title=0x7f05026a;
/** XLATE-ME
Relay host
*/
public static final int relay_host=0x7f0502ed;
public static final int relay_invite_title=0x7f050208;
/** XLATE-ME
Relay game port
*/
public static final int relay_port=0x7f0502fb;
/** Shown in toast when relaunching after switching dicts
Shown in toast when relaunching after switching dicts
Reloading game with %1$s
Shown in toast when relaunching after switching dicts
*/
public static final int reload_new_dict_fmt=0x7f05024d;
/** XLATE-ME
Issuing rematch invitation. You will
see this message until it has been accepted.\n\nYou do not need to
keep this game open while waiting. You will be notified when the
game is ready to play.
*/
public static final int rematch_msg=0x7f0502e4;
public static final int rematch_name_fmt=0x7f0502ca;
/** Processing wordlist information…
*/
public static final int remote_digesting=0x7f0502ae;
/** Fetching wordlist information from server…
*/
public static final int remote_empty=0x7f0502ad;
/** checkbox determining of this player is on this device or
remote. If remote, then the rest of the fields disappear
(since they will be set by the remote device.)
checkbox determining of this player is on this device or
remote. If remote, then the rest of the fields disappear
(since they will be set by the remote device.)
Off-device player
checkbox determining of this player is on this device or
remote. If remote, then the rest of the fields disappear
(since they will be set by the remote device.)
*/
public static final int remote_label=0x7f0500d9;
/** Unable to fetch wordlist information
from server.
*/
public static final int remote_no_net=0x7f0502af;
/**
Remote device undid a turn.
*/
public static final int remote_undone=0x7f05021d;
/** Change the name of this group to:
*/
public static final int rename_group_label=0x7f050261;
/** text within rename dialog (triggered by selecting
list_item_rename)
text within rename dialog (triggered by selecting
list_item_rename)
text within rename dialog (triggered by selecting
list_item_rename)
*/
public static final int rename_label=0x7f0500a2;
/** XLATE-ME
Change the name of this game
(on this device only) to:
*/
public static final int rename_label_caveat=0x7f0500a3;
/** if this preference is checked, the hardware volume keys will
work to zoom the board in and out (and will not control
volume) This only applies when the Board screen is
frontmost.
explanation of the above
If this preference is checked, tiles in the rack will be
re-ordered alphabetically whenever tiles are added,
i.e. after ever move.
if this preference is checked, the hardware volume keys will
work to zoom the board in and out (and will not control
volume) This only applies when the Board screen is
frontmost.
Volume keys zoom
if this preference is checked, the hardware volume keys will
work to zoom the board in and out (and will not control
volume) This only applies when the Board screen is
frontmost.
*/
public static final int ringer_zoom=0x7f050159;
/** explanation of the above
explanation of the above
Zoom board using volume keys
explanation of the above
*/
public static final int ringer_zoom_summary=0x7f05015a;
/** checkbox determining if player is robot/automated or human
checkbox determining if player is robot/automated or human
Robot player
checkbox determining if player is robot/automated or human
*/
public static final int robot_label=0x7f0500dd;
/** Used to format robot player names in the lists of players
found in each game listing
Used to format game name plus some other information as the
one-line summary for each game in the main screen. The name
of the game is substituted for %1$s. Something else
(language, player names, etc), is substituted for %2$s. This
does not require translation unless the parentheses or
ordering is wrong for your language.
Used to format robot player names in the lists of players
found in each game listing
*/
public static final int robot_name_fmt=0x7f050088;
/** Three possible choices presented in the popup above
Three possible choices presented in the popup above
Smart robot
Three possible choices presented in the popup above
*/
public static final int robot_smart=0x7f0500c9;
/** Smarter robot
*/
public static final int robot_smarter=0x7f0500ca;
/** Smartest robot
*/
public static final int robot_smartest=0x7f0500cb;
/** title of popup used to select how "smart" (how capable) the
robot player will be.
title of popup used to select how "smart" (how capable) the
robot player will be.
How smart is the robot player?
title of popup used to select how "smart" (how capable) the
robot player will be.
*/
public static final int robot_spinner_prompt=0x7f0500c8;
/** text of checkbox
text of checkbox
Make new room public
text of checkbox
*/
public static final int room_public=0x7f0500bf;
/** title for popup of public rooms found on server
title for popup of public rooms found on server
Select public room
title for popup of public rooms found on server
*/
public static final int room_public_prompt=0x7f0500c0;
public static final int seeking_relay=0x7f05031f;
/** Games: %1$d
*/
public static final int sel_games_fmt=0x7f05026d;
/** Groups: %1$d
*/
public static final int sel_groups_fmt=0x7f05026e;
/** Selected: %1$d
*/
public static final int sel_items_fmt=0x7f050289;
/**
############################################################
# :Dialogs:
# Wordlists screen dialogs
############################################################
Used as the text fo the confirming/querying dialog that goes
up when the dicts_item_select menuitem is chosen. The
possible answers are the three button text strings below.
############################################################
# :Dialogs:
# Wordlists screen dialogs
############################################################
Used as the text fo the confirming/querying dialog that goes
up when the dicts_item_select menuitem is chosen. The
possible answers are the three button text strings below.
*/
public static final int set_default_message_fmt=0x7f0500ab;
/** XLATE-ME
Hide buttons
*/
public static final int set_pref=0x7f0502d8;
/** text of separator marking out other-setting area of the dialog
see move_dictf above
When the dicts_item_move menu is chosen, this text is used in
the confirmation dialog. The name of the selected wordlist
is substituted for %1$s. The strings loc_internal and
loc_internal are substitued for %2$s and %3$s (or vice-versa,
depending on the current location of the wordlist.)
These three strings are the text for three buttons giving
choices in respose to the dialog launched in response to the
dicts_item_select menu (see dicts_item_select above.)
############################################################
# :Dialogs:
# Wordlists screen dialogs
############################################################
Used as the text fo the confirming/querying dialog that goes
up when the dicts_item_select menuitem is chosen. The
possible answers are the three button text strings below.
Additional text appended to text confirm_delete_dictf in the
wordlist delete confiration dialog in the case where the
wordlist to be deleted is NOT the last in its language. The
name of the language is substituted for %1$s.
Additional text appended to text confirm_delete_dictf in the
wordlist delete confiration dialog in the case where the
wordlist to be deleted is the last in its language. The name
of the language is substituted for %1$s.
text of confirmation dialog posted when the delete 'X' button
beside the listing of a wordlist is tapped. The name of the
wordlist is substituted for %1$s. Sometimes one of the two
strings below is appended.
text of separator marking out other-setting area of the dialog
Other settings
text of separator marking out other-setting area of the dialog
*/
public static final int settings_label=0x7f0500c3;
/** Checkbox that when set makes taps on the board manipulate an
arrow that then directs where tiles go when tapped in the
tray.
Checkbox that when set makes taps on the board manipulate an
arrow that then directs where tiles go when tapped in the
tray.
Show board arrow
Checkbox that when set makes taps on the board manipulate an
arrow that then directs where tiles go when tapped in the
tray.
*/
public static final int show_arrow=0x7f05013f;
/** clarification of above
clarification of above
Tapped rack tiles land on this
arrow when it is visible
clarification of above
*/
public static final int show_arrow_summary=0x7f050140;
/** Show downloadable
*/
public static final int show_remote=0x7f0502b2;
/** Wordlist browser
*/
public static final int show_wordlist_browser=0x7f050269;
/** If this preference is checked, the user will not be asked to
confirm after selecting the "Turn done" menu (or tapping the
points display at the right end of the tray)
If this preference is checked, the user will not be asked to
confirm after selecting the "Turn done" menu (or tapping the
points display at the right end of the tray)
Skip confirming turn
If this preference is checked, the user will not be asked to
confirm after selecting the "Turn done" menu (or tapping the
points display at the right end of the tray)
*/
public static final int skip_confirm_turn=0x7f050155;
/** explanation of the above
explanation of the above
Do NOT display score
summary after every human turn
explanation of the above
*/
public static final int skip_confirm_turn_summary=0x7f050156;
/** Delete selected
*/
public static final int slmenu_clear_sel=0x7f05027f;
/** Copy to clipboard
*/
public static final int slmenu_copy_sel=0x7f05027e;
/** Unselect all
*/
public static final int slmenu_deselect_all=0x7f050288;
/** Select all
*/
public static final int slmenu_select_all=0x7f050287;
/** XLATE-ME
The version of Crosswords on the
phone with number \"%1$s\" is incompatible with this one for play
using SMS. One of you may need to upgrade before you can
continue.
*/
public static final int sms_bad_proto_fmt=0x7f050200;
/** Title of phone number picker during invitation to a game via SMS
Title of phone number picker during invitation to a game via SMS
SMS Invitation
*/
public static final int sms_invite_title=0x7f050207;
/** Tap the receiving device now
*/
public static final int sms_ready_text=0x7f050276;
/** Square rack tiles
*/
public static final int square_tiles=0x7f050266;
/** Even if they can be taller
*/
public static final int square_tiles_summary=0x7f050267;
/** Used in formatting moves and history
Used to separate names of players when listing them on one
line in a game summary. The \u0020 is a space in xml.
Used, with remote player's name substituted for %1$s, to
indicate that the player is remote.
Used in formatting moves and history
Bonus for using all tiles: 50\n
Used to separate names of players when listing them on one
line in a game summary. The \u0020 is a space in xml.
Used in formatting moves and history
*/
public static final int str_bonus_all=0x7f050117;
/** Using the hint feature is cheating by some players, and it
can be disabled via the hints_allowed preference. I should
be disabling the buttons in this case, but if I don't and you
try to get a hint you'll get this message instead.
Using the hint feature is cheating by some players, and it
can be disabled via the hints_allowed preference. I should
be disabling the buttons in this case, but if I don't and you
try to get a hint you'll get this message instead.
The hint feature is
disabled for this game. Enable it for a new game using the
Settings dialog.
Using the hint feature is cheating by some players, and it
can be disabled via the hints_allowed preference. I should
be disabling the buttons in this case, but if I don't and you
try to get a hint you'll get this message instead.
*/
public static final int str_cant_hint_while_disabled=0x7f050193;
/** Displayed if you try to use the undo menuitem or button and
there are no tiles on the board (no move has yet been made.)
[If I'm being clever and disabling those features in this
case there may be no way to see this.]
Displayed if you try to use the undo menuitem or button and
there are no tiles on the board (no move has yet been made.)
[If I'm being clever and disabling those features in this
case there may be no way to see this.]
Tile assignment can\'t be
undone.
Displayed if you try to use the undo menuitem or button and
there are no tiles on the board (no move has yet been made.)
[If I'm being clever and disabling those features in this
case there may be no way to see this.]
*/
public static final int str_cant_undo_tileassign=0x7f050192;
/** Beginning of the message presented to a user when asking him
to confirm committing the current turn
Used in formatting reports of trades (exchanges of tiles).
Number of tiles traded is substituted for %1$d
Beginning of the message presented to a user when asking him
to confirm committing the current turn
Commit the current move?\n
Used in formatting exchange move summaries: passed means the
user skipped his turn, or made a move involving 0 tiles for 0
points
formats tiles and score together, and probably doesn't need
translation unless the colon ':' needs to be replaced
Used in formatting reports of trades (exchanges of tiles).
Number of tiles traded is substituted for %d
Used in formatting history and move reports; means user
skipped a turn because of an attempted illegal move/play of a
phony
Beginning of the message presented to a user when asking him
to confirm committing the current turn
*/
public static final int str_commit_confirm=0x7f050114;
/** Used to format game name plus some other information as the
one-line summary for each game in the main screen. The name
of the game is substituted for %1$s. Something else
(language, player names, etc), is substituted for %2$s. This
does not require translation unless the parentheses or
ordering is wrong for your language.
*/
public static final int str_game_name_fmt=0x7f050087;
/** Displayed when you try to commit a turn that is illegal
because there is empty space between some of the tiles
placed, i.e. they do not form a single word.
Displayed when you try to commit a turn that is illegal
because there is empty space between some of the tiles
placed, i.e. they do not form a single word.
Empty squares cannot
separate tiles played.
Displayed when you try to commit a turn that is illegal
because there is empty space between some of the tiles
placed, i.e. they do not form a single word.
*/
public static final int str_no_empties_in_turn=0x7f05018b;
public static final int str_no_hint_found=0x7f05032a;
/** Same as above, but used when you try to show tiles belonging
to a player on another device (a remote player.)
Same as above, but used when you try to show tiles belonging
to a player on another device (a remote player.)
No peeking at remote
players\' tiles!
Same as above, but used when you try to show tiles belonging
to a player on another device (a remote player.)
*/
public static final int str_no_peek_remote_tiles=0x7f050190;
/** Displayed when you try to reveal a robot player's tiles,
either by tapping on its "hidden" rack (marked by "?"
characters) or by tapping on its scoreboard entry. (The
ability to reveal another players tiles this way is
controlled by the peek_other preference and is disabled by
default.)
Displayed when you try to reveal a robot player's tiles,
either by tapping on its "hidden" rack (marked by "?"
characters) or by tapping on its scoreboard entry. (The
ability to reveal another players tiles this way is
controlled by the peek_other preference and is disabled by
default.)
No peeking at the robot\'s
tiles!
Displayed when you try to reveal a robot player's tiles,
either by tapping on its "hidden" rack (marked by "?"
characters) or by tapping on its scoreboard entry. (The
ability to reveal another players tiles this way is
controlled by the peek_other preference and is disabled by
default.)
*/
public static final int str_no_peek_robot_tiles=0x7f05018f;
/** Used, with remote player's name substituted for %1$s, to
indicate that the player is remote.
Used, with remote player's name substituted for %1$s, to
indicate that the player is remote.
%1$s (remote)
Used, with remote player's name substituted for %s, to
indicate that the player is remote.
*/
public static final int str_nonlocal_name_fmt=0x7f050115;
/** Displyed when you try to commit a move and it's not your
turn.
Displyed when you try to commit a move and it's not your
turn.
You can\'t do that; it\'s not
your turn!
Displyed when you try to commit a move and it's not your
turn.
*/
public static final int str_not_your_turn=0x7f05018e;
/** Used in formatting game history and move summaries
Used in formatting game history and move summaries
pass\n
*/
public static final int str_pass=0x7f05010e;
/** Used to alert user to loss of turn when a move is made and
phonies is set to lose turn when word used not in wordlist
Used to alert user to loss of turn when a move is made and
phonies is set to lose turn when word used not in wordlist
Illegal word in move; turn lost!
Used to alert user to loss of turn when a move is made and
phonies is set to lose turn when word used not in wordlist
*/
public static final int str_phony_rejected=0x7f050113;
/** [#%d] %s: %d
*/
public static final int str_placer_fmt=0x7f050248;
/** Shown when using the the Game configure screen to configure a
networked game and you try to make all players local.
Shown when using the the Game configure screen to configure a
networked game and you try to make all players local.
At least one player must
be marked \"Remote\" for a game started as Host.
Shown when using the the Game configure screen to configure a
networked game and you try to make all players local.
*/
public static final int str_reg_server_sans_remote=0x7f0500d0;
/** This error message is shown when a remote device tries to
join a game and is providing more players than that game
expects. I do not believe it is possible to see this message
when playing via the relay because the relay is aware of how
many players are expected and only connects devices where the
numbers match.
This error message is shown when a remote device tries to
join a game and is providing more players than that game
expects. I do not believe it is possible to see this message
when playing via the relay because the relay is aware of how
many players are expected and only connects devices where the
numbers match.
Refused attempt to register
unexpected user[s].
This error message is shown when a remote device tries to
join a game and is providing more players than that game
expects. I do not believe it is possible to see this message
when playing via the relay because the relay is aware of how
many players are expected and only connects devices where the
numbers match.
*/
public static final int str_reg_unexpected_user=0x7f050194;
/** Used in formatting remote player move summaries
Used in formatting remote player move summaries
Remote player %1$s made this
move:\u0020
Used in formatting remote player move summaries
*/
public static final int str_remote_moved_fmt=0x7f05010c;
/** [Resigned] %s: %d
*/
public static final int str_resigned_fmt=0x7f050247;
/**
############################################################
# Board info/error dialog messages
#
# These strings are used to create dialogs that appear during
# games while the Board screen is visible
############################################################
Notifies user of a normal robot move
############################################################
# Board info/error dialog messages
#
# These strings are used to create dialogs that appear during
# games while the Board screen is visible
############################################################
Notifies user of a normal robot move
The robot %1$s made this move:\u0020
*/
public static final int str_robot_moved_fmt=0x7f050106;
/** Shown when a remote device tries to join a game and wants to
play in a different language. As with the above, this should
be impossible when connecting via the relay.
Shown when a remote device tries to join a game and wants to
play in a different language. As with the above, this should
be impossible when connecting via the relay.
Conflict between Host and
Guest wordlists; Host wins.
Shown when a remote device tries to join a game and wants to
play in a different language. As with the above, this should
be impossible when connecting via the relay.
*/
public static final int str_server_dict_wins=0x7f050195;
/** Displayed when you try to commit a turn that is illegal
because tiles played do not touch other tiles already on the
board (or the middle/star square in the case of the initial
move.)
Displayed when you try to commit a turn that is illegal
because tiles played do not touch other tiles already on the
board (or the middle/star square in the case of the initial
move.)
New pieces must contact
others already in place (or the middle square on the first
move)
Displayed when you try to commit a turn that is illegal
because tiles played do not touch other tiles already on the
board (or the middle/star square in the case of the initial
move.)
*/
public static final int str_tiles_must_contact=0x7f05018d;
/**
error messages
Displayed when you try to commit a turn that is illegal
because the tiles placed are not all in the same row or
column.
error messages
text of dialog shown when the menu item board_menu_undo_last
is chosen.
Intro to the paragraph lisiting all of the tiles remaining
First line in the remaining tiles dialog (reached by tapping
the number at left end of the scoreboard)
error messages
error messages
Displayed when you try to commit a turn that is illegal
because the tiles placed are not all in the same row or
column.
All tiles played must be in a
line.
error messages
error messages
Displayed when you try to commit a turn that is illegal
because the tiles placed are not all in the same row or
column.
*/
public static final int str_tiles_not_in_line=0x7f05018a;
/** Displayed when you try to begin a trade but there are not
seven or more tiles in the pool. The rules don't allow
trading in this case.
Displayed when you try to begin a trade but there are not
seven or more tiles in the pool. The rules don't allow
trading in this case.
Too few tiles left
to exchange.
Displayed when you try to begin a trade but there are not
seven or more tiles in the pool. The rules don't allow
trading in this case.
*/
public static final int str_too_few_tiles_left_to_trade=0x7f050191;
/** Displayed when you try to commit the first move of the game
and are playing a single tile. The first move must include
two or more tiles.
Displayed when you try to commit the first move of the game
and are playing a single tile. The first move must include
two or more tiles.
Must play two or more
pieces on the first move.
Displayed when you try to commit the first move of the game
and are playing a single tile. The first move must include
two or more tiles.
*/
public static final int str_two_tiles_first_move=0x7f05018c;
/** Used in formatting final scores display
Used in formatting final scores display
[Winner] %s: %d
*/
public static final int str_winner_fmt=0x7f050246;
/** Used in formatting game history (not move summaries since
information about the current rack is hidden then)
Used in formatting game history (not move summaries since
information about the current rack is hidden then)
Cumulative score: %1$d\n
Used in formatting game history (not move summaries since
information about the current rack is hidden then)
*/
public static final int strd_cumulative_score_fmt=0x7f05010b;
/** Used in formatting game history and move summaries
Used in formatting game history and move summaries
+ %1$d [all remaining tiles]
Used in formatting game history and move summaries
*/
public static final int strd_remaining_tiles_add_fmt=0x7f050108;
/** I don't know how this is used. :-)
I don't know how this is used. :-)
- %1$d [time]
I don't know how this is used. :-)
*/
public static final int strd_time_penalty_sub_fmt=0x7f05010d;
/** Used in formatting moves and history. The total score for
one turn is substituted for %1$d.
Used in formatting moves and history. The total score for
one turn is substituted for %1$d.
Score for turn: %1$d\n
Used in formatting moves and history. The total score for
one turn is substituted for %d.
*/
public static final int strd_turn_score_fmt=0x7f050118;
/** Used in formatting game history and move summaries
Used in formatting game history and move summaries
- %1$d [unused tiles]
Used in formatting game history and move summaries
*/
public static final int strd_unused_tiles_sub_fmt=0x7f050109;
/** Used in formatting game history and move summaries
Used in formatting game history and move summaries
move (from %1$s across)\n
Used in formatting game history and move summaries
*/
public static final int strs_move_across_fmt=0x7f05010f;
/** Used in formatting game history and move summaries
Used in formatting game history and move summaries
move (from %1$s down)\n
Used in formatting game history and move summaries
*/
public static final int strs_move_down_fmt=0x7f050110;
/** Used in formatting game history and move summaries
Used in formatting remote player move summaries
Used in formatting game history and move summaries
New tiles: %1$s
Used in formatting game history and move summaries
*/
public static final int strs_new_tiles_fmt=0x7f05010a;
/** Used in formatting game history and move summaries
Used in formatting game history and move summaries
Rack at start: %1$s\n
Used in formatting game history and move summaries
*/
public static final int strs_tray_at_start_fmt=0x7f050111;
/** title for window you get when you select menu with text
board_menu_game_counts
string name="str_robot_moved">El robot ha fet aquesta jugada:Robot uskutočnil tento ťah:%1$s counts/values:\n
string name="str_robot_moved">Robot provedl tento tah:Exchanged %1$s for %2$s.
Used in formatting exchange move summaries
*/
public static final int strss_traded_for_fmt=0x7f050112;
/** Your words for:
*/
public static final int study_langpick=0x7f050282;
/** You have not yet saved any words
into a studylist for %1$s.
*/
public static final int study_no_lang_fmt=0x7f050283;
/** You have not yet saved any words
into a studylist.
*/
public static final int study_no_lists=0x7f050284;
/** Studylist for %1$s
*/
public static final int studylist_title_fmt=0x7f050281;
/** If substituting an existing same-language wordlist by
choosing button_substdict user gets to choose from a list of
wordlists. This is the title of that list.
If substituting an existing same-language wordlist by
choosing button_substdict user gets to choose from a list of
wordlists. This is the title of that list.
Substitute wordlist (wordcount)
If substituting an existing same-language wordlist by
choosing button_substdict user gets to choose from a list of
wordlists. This is the title of that list.
*/
public static final int subst_dict_title=0x7f05019e;
/**
Game in play
*/
public static final int summary_conn=0x7f0501fb;
/**
Game in play with %1$s
*/
public static final int summary_conn_sms_fmt=0x7f05021b;
/** Preference to control what's listed next to game name in the
first line of a game summary in the main games-list screen,
e.g., if the option is "Game Language", "English" in the
listing "Game 2 (English)"
The following strings beginning with "game_summary_field_" are
possible values
Preference to control what's listed next to game name in the
first line of a game summary in the main games-list screen,
e.g., if the option is "Game Language", "English" in the
listing "Game 2 (English)"
The following strings beginning with "game_summary_field_" are
possible values
Include in game listing
Preference to control what's listed next to game name in the
first line of a game summary in the main games-list screen,
e.g., if the option is "Game Language", "English" in the
listing "Game 2 (English)"
The following strings beginning with "game_summary_field_" are
possible values
*/
public static final int summary_field=0x7f050136;
/**
Game over\u200C
*/
public static final int summary_gameover=0x7f0501fa;
public static final int summary_invites_out=0x7f05008e;
/** The display of each networked game includes one of three
states it can be in in the process of connecting to the
relay. These next three strings are used to create those
three.
First state: is configured to use a room but has not yet
contacted the relay and been assigned that room.
The display of each networked game includes one of three
states it can be in in the process of connecting to the
relay. These next three strings are used to create those
three.
First state: is configured to use a room but has not yet
contacted the relay and been assigned that room.
The display of each networked game includes one of three
states it can be in in the process of connecting to the
relay. These next three strings are used to create those
three.
First state: is configured to use a room but has not yet
contacted the relay and been assigned that room.
*/
public static final int summary_relay_conf_fmt=0x7f05008a;
/** Third state: enough devices have connected in the room to
form a complete game. We'll be in this state as long as the
game exists.
Third state: enough devices have connected in the room to
form a complete game. We'll be in this state as long as the
game exists.
Third state: enough devices have connected in the room to
form a complete game. We'll be in this state as long as the
game exists.
*/
public static final int summary_relay_conn_fmt=0x7f05008c;
/** Final state: game is over.
Final state: game is over.
Final state: game is over.
*/
public static final int summary_relay_gameover_fmt=0x7f05008d;
/** Second state: has been assigned to a room on the relay
(meaning the network is working) but there are not yet as
many players as expected: the game is not complete and play
cannot happen.
Second state: has been assigned to a room on the relay
(meaning the network is working) but there are not yet as
many players as expected: the game is not complete and play
cannot happen.
Second state: has been assigned to a room on the relay
(meaning the network is working) but there are not yet as
many players as expected: the game is not complete and play
cannot happen.
*/
public static final int summary_relay_wait_fmt=0x7f05008b;
/** XLATE-ME
(GSM phones only)
*/
public static final int summary_send_data_sms=0x7f0502f5;
/** explanation of the above
explanation of the above
Sort racks whenever new tiles
are added
explanation of the above
*/
public static final int summary_sort_tiles=0x7f050158;
/** Offer to add to and display lists
of words to remember
*/
public static final int summary_studyon=0x7f05027c;
/** Thumbnail size
*/
public static final int summary_thumbsize=0x7f05026f;
/**
Unconnected
*/
public static final int summary_wait_guest=0x7f0501f9;
/**
Waiting for connection[s]
*/
public static final int summary_wait_host=0x7f0501f8;
/** Used to indicate that a preference is not enabled, i.e. not
part of the game and that the user should ignore it.
Used to indicate that a preference is not enabled, i.e. not
part of the game and that the user should ignore it.
Not used yet…
Used to indicate that a preference is not enabled, i.e. not
part of the game and that the user should ignore it.
*/
public static final int tell_unused=0x7f050128;
/** Disabled
*/
public static final int thumb_off=0x7f050270;
/** color of the tiles' background
color of the "crosshairs", lines drawn vertically and
horizontally through the square the user is currently
touching in order to guide the fat-fingered (most of us) in
operations that require accurately selecting a single square
on the board.
color of the tiles' background
Tile background
color of the tiles' background
*/
public static final int tile_back=0x7f05014a;
/**
Pick for me
*/
public static final int tilepick_all=0x7f0501e3;
/**
Undo last\u200C
*/
public static final int tilepick_undo=0x7f0501e2;
/** title of dialog brought up in response to the
board_menu_game_left menu. The dialog lists all tiles
remaining in the pool, i.e. not on the board or in the rack
of the player whose turn it is.
title of dialog brought up in response to the
board_menu_game_left menu. The dialog lists all tiles
remaining in the pool, i.e. not on the board or in the rack
of the player whose turn it is.
Remaining tiles
title of dialog brought up in response to the
board_menu_game_left menu. The dialog lists all tiles
remaining in the pool, i.e. not on the board or in the rack
of the player whose turn it is.
*/
public static final int tiles_left_title=0x7f0501ae;
/** Title of preference in which you select which addressing
modes network games will use to communicate
Title of preference in which you select which addressing
modes network games will use to communicate
Communicate via
*/
public static final int title_addrs_pref=0x7f0502c7;
/**
############################################################
# :Screens:
# Wordlists screen
#
# list of installed wordlists (formerly called dictionaries)
############################################################
window title
############################################################
# :Screens:
# Wordlists screen
#
# list of installed wordlists (formerly called dictionaries)
############################################################
window title
############################################################
# :Screens:
# Wordlists screen
#
# list of installed wordlists (formerly called dictionaries)
############################################################
window title
*/
public static final int title_dicts_list=0x7f0500a4;
/**
############################################################
# :Screens:
# Game configure screen
############################################################
window title (game name substituted for %1$s)
############################################################
# :Screens:
# Game configure screen
############################################################
window title (game name substituted for %1$s)
Settings for %1$s
############################################################
# :Screens:
# Game configure screen
############################################################
window title (game name substituted for %s)
*/
public static final int title_game_config_fmt=0x7f0500b2;
/** alternate window title used when game is networked
alternate window title used when game is networked
%1$s settings (networked)
alternate window title used when game is networked
*/
public static final int title_gamenet_config_fmt=0x7f0500b3;
/** title for popup list of langugages from which user picks
title for popup list of langugages from which user picks
Languages (based on installed
wordlists)
title for popup list of langugages from which user picks
*/
public static final int title_langs_list=0x7f0500b4;
/**
Tap to look up
*/
public static final int title_lookup=0x7f0501d7;
/** Tap to look up or study
*/
public static final int title_lookup_study=0x7f0501d8;
/**
############################################################
# :Screens:
# Preferences screen(s)
#
# There are four screens plus one for debugging that isn't
# translated: New-game defaults, Appearances, Behavior, and
# Network Game settings
############################################################
window title
text of checkbox at top of dialog allowing to unlock in-play
game to make changes
title for popup list of langugages from which user picks
alternate window title used when game is networked
############################################################
# :Screens:
# Preferences screen(s)
#
# There are four screens plus one for debugging that isn't
# translated: New-game defaults, Appearances, Behavior, and
# Network Game settings
############################################################
window title
Crosswords Settings
############################################################
# :Screens:
# Preferences screen(s)
#
# There are four screens plus one for debugging that isn't
# translated: New-game defaults, Appearances, Behavior, and
# Network Game settings
############################################################
window title
*/
public static final int title_prefs=0x7f05011a;
/** XLATE-ME
Send SMS as data
*/
public static final int title_send_data_sms=0x7f0502f4;
/** If this preference is checked, tiles in the rack will be
re-ordered alphabetically whenever tiles are added,
i.e. after ever move.
If this preference is checked, tiles in the rack will be
re-ordered alphabetically whenever tiles are added,
i.e. after ever move.
Sort new tiles
If this preference is checked, tiles in the rack will be
re-ordered alphabetically whenever tiles are added,
i.e. after ever move.
*/
public static final int title_sort_tiles=0x7f050157;
/** Enable studylists
*/
public static final int title_studyon=0x7f05027b;
/** title of dialog allowing user to pick tiles "face up". (This
feature is not yet supported on Android.)
###########################################################
# :Dialogs:
# About dialog
#
# Dialog giving copyright and other basic info about # the app
###########################################################
String giving version info, which is substituted in.
Welcome dialog text
###########################################################
# :Dialogs:
# Welcome dialog
#
# Shown the first time a user launches Crosswords (and
# again only if the preference for default first user
# name is cleared). Its purpose is to encourage him to
# enter the name of the most common non-robot player on
# this device.
###########################################################
Welcome dialog title
Shown when you first pick the list_item_new_from menuitem
Shown when the board screen is visible and it's just become
another players turn. The idea is to give a hint about how to
find out about recent moves.
This is not currently shown
Crosswords wordlists, which are
just compressed lists of words plus tile information, determine
what language a game is played in and how \"smart\" the robot
is. You can download different sized wordlists in many
languages here. Email me at eehouse@eehouse.org for information
on building and installing your own wordlists.
Shown the first time the board arrow is drawn on the current
Board screen. The idea is that you're tapping around
figuring out how to play and when you tap an empty cell the
arrow appears. This explains it.
This is shown in the Board screen when you successfully
connecting a game to the relay and are the last device in the
game to do so, i.e. the game is now complete and you should
expect play to begin.
This is shown in the Board screen when you successfully
connecting a game to the relay and are not the first device
in the game but not the last either. So it will only occur
for games with more than two devices, which are rare.
This is shown in the Board screen when you successfully
connect a game to the relay and are the first device in the
game to do so.
Shown in the Game configure screen when the game_locked
checkbox is checked and you uncheck it.
This is shown when you choose the board_menu_done menu item.
It's to let you know that there's a shortcut that does almost
the same thing.
Shown when you tap the values button on the toolbar of the
main Board screen. This is intended to allow players to
remind themselves how much played tiles are worth while
planning a move.
Shown when you tap the chat button on the toolbar of the
main Board screen
Shown when you tap the undo/redo button on the toolbar of the
main Board screen
Shown when you tap the zoom (+/-) button on the toolbar of
the main Board screen
Shown when you tap the flip button on the toolbar of the main
Board screen
Shown when you tap the juggle button on the toolbar of the
main Board screen
Shown when you tap the next hint button on the toolbar of the
main Board screen
Currently not used
The new game you have created has
two players. Player 1 is a robot; Player 2 is you. Tap the game
to play; long-tap (hold your finger on the game) to change its
settings or for other options.
Shown when you tap the Previous Hint button on the toolbar of
the main Board screen
Shown when the user chooses the "board_menu_trade" menu
The following strings (all whose names start with
"not_again") appear in the New user info dialog.
shown when user chooses the gamel_menu_checkmoves menu
Text for button in new-user-info dialog with title just
above.
###########################################################
# :Dialogs:
# New user info dialog
#
# This dialog pops up in places I think new users need an
# explanation of something. It always has a button allowing
# the user to say he doesn't need to see it again.
###########################################################
Title of New user info dialog
title of dialog allowing user to pick tiles "face up". (This
feature is not yet supported on Android.)
Letter for blank
title of dialog allowing user to pick tiles "face up". (This
feature is not yet supported on Android.)
*/
public static final int title_tile_picker=0x7f0501ad;
/** Updates are available for one or more
installed wordlists. Would you like to download the new
version[s] of %1$s now?
*/
public static final int update_dicts_fmt=0x7f0502b3;
/** XLATE-ME
Use defaults
*/
public static final int use_defaults=0x7f0502ce;
/** text of checkbox controlling whether there's a game timer
text of checkbox. If this checkbox is checked, games created
for network play will by default have the hint feature
enabled.
text of checkbox controlling whether there's a game timer
Enable game timer
text of checkbox controlling whether there's a game timer
*/
public static final int use_timer=0x7f0500c6;
/** Used to separate names of players when listing them on one
line in a game summary. The \u0020 is a space in xml.
Used to separate names of players when listing them on one
line in a game summary. The \u0020 is a space in xml.
\u0020vs.\u0020
*/
public static final int vs_join=0x7f050116;
/** Button for alert with title above
*/
public static final int waiting_invite_title=0x7f0502db;
/** XLATE-ME
Waiting for players
*/
public static final int waiting_title=0x7f0502da;
/** XLATE-ME
Bluetooth is currently off on this
device. No moves will be sent via Bluetooth.\n\nYou can enable
Bluetooth now, or later.
*/
public static final int warn_bt_disabled=0x7f05023c;
/** XLATE-ME
Every networked game must have at
least one way of communicating. If you have no default connection
options every new networked game will have to be configured
manually.
*/
public static final int warn_no_comms=0x7f0502e0;
/**
The number %1$s for %2$s is not
a \"mobile\" number. Import anyway?
*/
public static final int warn_nomobile_fmt=0x7f050213;
/**
Play via SMS is currently
disabled, so no moves will be sent for this game. (If you want to
enable play via SMS, go to Settings->Network game settings.)
Les parties par SMS sont actuellement
désactivées, donc aucun coup ne sera envoyé pour cette partie. (Si vous voulez
activer les parties par SMS, allez dans Paramètres->Paramètres des parties en
réseau.)
*/
public static final int warn_sms_disabled=0x7f05023b;
/**
Are you certain this number is on an
account with unlimited texting? Click cancel if you are not.
*/
public static final int warn_unlimited=0x7f05021c;
public static final int wifi_warning=0x7f050323;
/**
First letters
*/
public static final int word_search_hint=0x7f0501e1;
/** Add option to every screen menu
*/
public static final int xlations_enabled_summary=0x7f05028e;
/** Enable local translating
*/
public static final int xlations_enabled_title=0x7f05028d;
/** XLATE-ME
Fake locale for translation
*/
public static final int xlations_locale=0x7f050301;
/** Empty in English, this should contain the name of the
translator/creator of the strings.xml file for this
language
fill this in other than in English
fill this in other than in English
Empty in English, this should contain the name of the
translator/creator of the strings.xml file for this
language
fill this in other than in English
Empty in English, this should contain the name of the
translator/creator of the strings.xml file for this
language
*/
public static final int xlator=0x7f0501cf;
public static final int xwords_nfc_mime=0x7f05007c;
}
public static final class style {
public static final int about_items=0x7f080005;
public static final int color_edit_text=0x7f080003;
public static final int color_seek_bar=0x7f080002;
public static final int config_separator=0x7f080000;
public static final int evenly_spaced_horizontal=0x7f080008;
public static final int expander_button=0x7f080009;
public static final int expander_label=0x7f08000a;
public static final int group_items=0x7f080006;
public static final int new_game_buttons=0x7f08000c;
public static final int newgame_connicon=0x7f08000b;
public static final int relay_explain=0x7f080007;
public static final int role_config_hint=0x7f080001;
public static final int toolbar_button=0x7f080004;
}
public static final class xml {
public static final int xwprefs=0x7f040000;
}
}