/* 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_dictstext/plainDisplay snapshots of games
*/
public static final int dropped_dupe=0x7f060285;
/** 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=0x7f0601bf;
/**
*/
public static final int email_author_chooser=0x7f060205;
/** Nor is my email address
*/
public static final int email_author_email=0x7f060069;
/**
*/
public static final int email_author_subject=0x7f060204;
/**
*/
public static final int email_body_rev_fmt=0x7f060206;
/** color of empty squares on the board (that are not bonus squares)
*/
public static final int empty=0x7f060159;
/**
*/
public static final int empty_sms_inviter=0x7f060229;
public static final int enable_dupes_summary=0x7f06008a;
public static final int enable_dupes_title=0x7f060088;
public static final int enable_nfc=0x7f060288;
/**
*/
public static final int enable_sms=0x7f060248;
/**
*/
public static final int enable_sms_summary=0x7f060249;
public static final int entering_trade=0x7f0600ed;
public static final int expl_update_url=0x7f060073;
/** These four strings are displayed as step-by-step
instructions
*/
public static final int explain_b1=0x7f060197;
public static final int explain_b2=0x7f060198;
public static final int explain_b3=0x7f060199;
public static final int explain_b4=0x7f06019a;
/** 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=0x7f060161;
/** explanation of the above
*/
public static final int explain_robot_summary=0x7f060162;
/** 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=0x7f0601c5;
/** Explanatory text appears in the dialog
*/
public static final int force_expl=0x7f0600e2;
/**
############################################################
# :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=0x7f0600e1;
/** 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=0x7f0600e3;
/** Games that have ended are listed with this string
*/
public static final int gameOver=0x7f060095;
/**
*/
public static final int game_btname_title=0x7f06021b;
/** used to create default names of games (when user has not
named them.)
*/
public static final int game_fmt=0x7f0601b4;
/**
############################################################
# :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=0x7f06009f;
/**
*/
public static final int game_list_tmp=0x7f06023b;
/** text of checkbox at top of dialog allowing to unlock in-play
game to make changes
*/
public static final int game_locked=0x7f0600c1;
public static final int game_name_group_title=0x7f060274;
/**
*/
public static final int game_rename_title=0x7f0600a8;
/**
*/
public static final int game_smsname_title=0x7f06021c;
/** Put nothing in the summary space, so it just reads "Game 2"
*/
public static final int game_summary_field_empty=0x7f060147;
public static final int game_summary_field_gameid=0x7f060070;
/** Put the language there, so it reads "Game 2 (English)"
*/
public static final int game_summary_field_language=0x7f060148;
public static final int game_summary_field_npackets=0x7f060071;
/** List names of opponents (summarized), e.g. "Game 2 (vs Kati)"
*/
public static final int game_summary_field_opponents=0x7f060149;
public static final int game_summary_field_rowid=0x7f06006f;
/** List the state of the game, "Game over" or "10 moves made"
etc.
*/
public static final int game_summary_field_state=0x7f06014a;
/** 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=0x7f06009b;
/**
*/
public static final int gamel_menu_checkupdates=0x7f060251;
/**
############################################################
# :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=0x7f060099;
public static final int gamel_menu_loaddb=0x7f060087;
public static final int gamel_menu_storedb=0x7f060086;
public static final int gamel_menu_study=0x7f060294;
/**
*/
public static final int get_sms_number=0x7f06022a;
public static final int git_rev=0x7f06008b;
public static final int git_rev_title=0x7f060082;
public static final int green=0x7f06015d;
public static final int group_cur_games=0x7f06026f;
public static final int group_name_fmt=0x7f060277;
public static final int group_new_games=0x7f060270;
public static final int groups_confirm_del_fmt=0x7f060271;
public static final int groups_confirm_del_games_fmt=0x7f060272;
/** Used as the default name for remote players displayed within
the Game configure screen
*/
public static final int guest_name=0x7f0600dd;
/** 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=0x7f06016b;
/** explanation of the above
*/
public static final int hide_crosshairs_summary=0x7f06016c;
/** Checkbox that when set prevents showing a title bar in the
game board window to save space
*/
public static final int hide_title=0x7f06014b;
/** clarification of above
*/
public static final int hide_title_summary=0x7f06014c;
/** 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=0x7f0600d0;
/** 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=0x7f06013d;
/** 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=0x7f0601c4;
/** 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=0x7f0600ff;
/** 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=0x7f0601c6;
/** Title of generic dialog used to display information
*/
public static final int info_title=0x7f0601c0;
/**
*/
public static final int inform_dict_diffdict_fmt=0x7f06025b;
/**
*/
public static final int inform_dict_diffversion_fmt=0x7f060259;
public static final int inform_dict_download=0x7f06025c;
public static final int inform_dict_title=0x7f06025a;
/** Will new games, on default, randomly rearrange the start
order of players.
*/
public static final int init_autojuggle=0x7f06013f;
/** clarification on above
*/
public static final int init_autojuggle_sum=0x7f060140;
/** default number of minutes on timer for new games
*/
public static final int initial_player_minutes=0x7f060142;
/**
*/
public static final int invite_bt_desc_fmt=0x7f060215;
public static final int invite_chooser_email=0x7f06018e;
/** 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=0x7f06018d;
public static final int invite_chooser_sms=0x7f06018f;
public static final int invite_dict_missing_body_fmt=0x7f060261;
public static final int invite_dict_missing_body_noname_fmt=0x7f060262;
public static final int invite_dict_missing_title=0x7f060260;
public static final int invite_host=0x7f06006c;
/** This is the body of the html version of the invitation. A URL
is created with parameters describing the game and
substituted for "%1$s". (The funky \u003c and friends are
encodings for the greater-than and less-than symbols which
are not legal in xml strings.)
*/
public static final int invite_htm_fmt=0x7f06018b;
public static final int invite_mime=0x7f06006e;
/** If a networked game is opened and is not complete, i.e. if it
is listed as expecting remote players who have not yet shown
up, then the most likely explanation is that none has been
invited. (It's also possible that an invitation has been
sent, but I have no way of knowing that.) So every time I
open such a game I give the user a chance to issue an
invititation while trying to warn him not to send duplicates.
The number of players missing is substituted for "%1$d".
*/
public static final int invite_msg_fmt=0x7f0600f3;
/** 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=0x7f0600f5;
public static final int invite_prefix=0x7f06006d;
/**
*/
public static final int invite_progress=0x7f06020b;
/**
*/
public static final int invite_sms_desc_fmt=0x7f060226;
/** This is the subject line of the email/text sent to invite
someone to join a game.
*/
public static final int invite_subject_fmt=0x7f06018a;
/**
*/
public static final int invite_success=0x7f06022c;
/** 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=0x7f06018c;
/** text of checkbox asking if user wants to search for open
public rooms
*/
public static final int join_room=0x7f0600c9;
/** 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=0x7f06014f;
/** clarification of above
*/
public static final int keep_screenon_summary=0x7f060150;
public static final int key_background=0x7f060017;
public static final int key_board_size=0x7f060027;
public static final int key_bonus_l2x=0x7f060011;
public static final int key_bonus_l3x=0x7f060012;
public static final int key_bonus_w2x=0x7f060013;
public static final int key_bonus_w3x=0x7f060014;
/** the color of text, e.g. "2L", shown on a bonus square on the
board
*/
public static final int key_bonushint=0x7f06015b;
public static final int key_bt_addrs=0x7f06003c;
public static final int key_bt_names=0x7f06003b;
public static final int key_checked_sms=0x7f060043;
/** database keys whose entries aren't visible prefs
*/
public static final int key_closed_langs=0x7f06003a;
public static final int key_clr_bonushint=0x7f060019;
public static final int key_clr_crosshairs=0x7f060018;
/** prefs keys
*/
public static final int key_color_tiles=0x7f060002;
public static final int key_connect_frequency=0x7f060031;
public static final int key_connstat_data=0x7f06003e;
public static final int key_default_dict=0x7f060029;
public static final int key_default_group=0x7f060044;
public static final int key_default_loc=0x7f060039;
public static final int key_default_phonies=0x7f06002f;
public static final int key_default_robodict=0x7f06002e;
public static final int key_default_timerenabled=0x7f060030;
public static final int key_dev_id=0x7f06003f;
public static final int key_dict_host=0x7f060020;
public static final int key_download_path=0x7f060066;
public static final int key_empty=0x7f060016;
public static final int key_enable_debug=0x7f060064;
public static final int key_enable_dup_invite=0x7f060065;
public static final int key_enable_sms=0x7f060034;
public static final int key_explain_robot=0x7f060005;
public static final int key_gcmvers_regid=0x7f060040;
public static final int key_group_posns=0x7f060045;
public static final int key_hide_crosshairs=0x7f060009;
public static final int key_hide_title=0x7f06000c;
public static final int key_hide_values=0x7f06000a;
public static final int key_init_autojuggle=0x7f060026;
public static final int key_init_hintsallowed=0x7f060024;
public static final int key_init_nethintsallowed=0x7f060025;
public static final int key_initial_player_minutes=0x7f060028;
public static final int key_keep_screenon=0x7f060035;
public static final int key_last_packet=0x7f060046;
public static final int key_logging_on=0x7f060021;
public static final int key_na_browse=0x7f06005f;
public static final int key_na_browseall=0x7f060060;
public static final int key_na_firefox=0x7f06005e;
public static final int key_na_fmt_expl=0x7f060063;
public static final int key_na_lookup=0x7f06005d;
public static final int key_na_studycopy=0x7f060062;
public static final int key_na_values=0x7f060061;
public static final int key_notagain_arrow=0x7f060059;
public static final int key_notagain_backclears=0x7f06004b;
public static final int key_notagain_chat=0x7f06004c;
public static final int key_notagain_conndall=0x7f060056;
public static final int key_notagain_conndfirst=0x7f060057;
public static final int key_notagain_conndmid=0x7f060058;
public static final int key_notagain_done=0x7f060054;
public static final int key_notagain_flip=0x7f060051;
public static final int key_notagain_hintnext=0x7f06004f;
public static final int key_notagain_hintprev=0x7f06004e;
public static final int key_notagain_juggle=0x7f060050;
public static final int key_notagain_newfrom=0x7f06005b;
public static final int key_notagain_newselect=0x7f06004a;
public static final int key_notagain_relay=0x7f06004d;
public static final int key_notagain_sms_ready=0x7f060049;
public static final int key_notagain_sync=0x7f060048;
public static final int key_notagain_trading=0x7f06005c;
public static final int key_notagain_turnchanged=0x7f06005a;
public static final int key_notagain_undo=0x7f060053;
public static final int key_notagain_unlock=0x7f060055;
public static final int key_notagain_zoom=0x7f060052;
public static final int key_notify_sound=0x7f060032;
public static final int key_notify_vibrate=0x7f060033;
public static final int key_peek_other=0x7f060008;
public static final int key_player0=0x7f06000d;
public static final int key_player1=0x7f06000e;
public static final int key_player1_name=0x7f06002a;
public static final int key_player2=0x7f06000f;
public static final int key_player2_name=0x7f06002b;
public static final int key_player3=0x7f060010;
public static final int key_player3_name=0x7f06002c;
public static final int key_player4_name=0x7f06002d;
public static final int key_proxy_port=0x7f06001e;
public static final int key_relay_host=0x7f06001a;
public static final int key_relay_port=0x7f06001b;
public static final int key_relay_regid=0x7f060041;
public static final int key_relay_regid_ackd=0x7f060042;
public static final int key_ringer_zoom=0x7f06000b;
public static final int key_send_data_sms=0x7f060023;
public static final int key_show_arrow=0x7f060003;
public static final int key_show_sms=0x7f060022;
public static final int key_skip_confirm=0x7f060006;
public static final int key_sms_phones=0x7f06003d;
public static final int key_sms_port=0x7f06001f;
public static final int key_sort_tiles=0x7f060007;
public static final int key_square_tiles=0x7f060004;
public static final int key_studyon=0x7f060037;
public static final int key_summary_field=0x7f060038;
public static final int key_thumbsize=0x7f060036;
public static final int key_tile_back=0x7f060015;
public static final int key_udp_interval=0x7f060047;
public static final int key_update_prerel=0x7f06001d;
public static final int key_update_url=0x7f06001c;
public static final int key_xlations_enabled=0x7f060068;
public static final int key_xlations_locale=0x7f060067;
/** 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=0x7f0600c6;
public static final int langdict_label=0x7f0600c7;
public static final int list_group_default=0x7f06026c;
public static final int list_group_delete=0x7f06026a;
public static final int list_group_movedown=0x7f06026e;
public static final int list_group_moveup=0x7f06026d;
public static final int list_group_rename=0x7f06026b;
/** ############## menu items ##############
pulls up dialog to configure the selected game
*/
public static final int list_item_config=0x7f0600a0;
/** 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=0x7f0600a6;
/** pulls up dialog to delete the selected game
*/
public static final int list_item_delete=0x7f0600a3;
/** pulls up dialog to change the group of the selected game
*/
public static final int list_item_move=0x7f0600a2;
/** creates a new game with all configuation copied from the
selected game
*/
public static final int list_item_new_from=0x7f0600a5;
/** pulls up dialog to rename (change name of) the selected game
*/
public static final int list_item_rename=0x7f0600a1;
/** 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=0x7f0600a4;
/** 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=0x7f0600ae;
/** 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=0x7f0600af;
/**
*/
public static final int loc_external=0x7f0600bc;
public static final int loc_filters_all=0x7f0602ac;
public static final int loc_filters_menu=0x7f0602ae;
public static final int loc_filters_modified=0x7f0602af;
public static final int loc_filters_prompt=0x7f0602aa;
public static final int loc_filters_screen=0x7f0602ad;
public static final int loc_fmts_mismatch=0x7f0602b5;
/** see move_dictf above
*/
public static final int loc_internal=0x7f0600bb;
public static final int loc_item_check=0x7f0602b2;
/** for loc item edit menu
*/
public static final int loc_item_clear=0x7f0602b1;
public static final int loc_item_copy_bless=0x7f0602b4;
public static final int loc_item_copy_eng=0x7f0602b3;
public static final int loc_lang_blessed=0x7f0602a4;
public static final int loc_lang_local=0x7f0602a5;
public static final int loc_main_english=0x7f0602b0;
public static final int loc_menu_xlate=0x7f0602a3;
public static final int loc_search_prompt=0x7f0602ab;
/** This is the "hint" printed in light text in the empty player
name field
*/
public static final int local_name_hint=0x7f06019b;
public static final int logging_on=0x7f06007a;
public static final int logging_on_summary=0x7f06007b;
public static final int lookup_title=0x7f06029f;
/**
*/
public static final int manual_owner_name=0x7f060227;
/**
*/
public static final int max_len=0x7f060200;
/**
*/
public static final int menu_chat=0x7f060238;
/**
*/
public static final int menu_flip=0x7f060236;
/**
*/
public static final int menu_hint_next=0x7f060233;
/**
*/
public static final int menu_hint_prev=0x7f060232;
/**
*/
public static final int menu_juggle=0x7f060235;
/** text of menu that brings up the Settings (preferences) dialog
*/
public static final int menu_prefs=0x7f06009a;
public static final int menu_rateme=0x7f06028f;
/**
*/
public static final int menu_toggle_values=0x7f060239;
/**
*/
public static final int menu_zoom=0x7f060237;
/**
*/
public static final int min_len=0x7f0601ff;
/** label for the field used to set the timer's inital value
*/
public static final int minutes_label=0x7f0600d3;
public static final int missing_dict_detail=0x7f06025f;
public static final int missing_dict_title=0x7f06025e;
/** 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=0x7f060090;
/** 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=0x7f0600ba;
/** 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=0x7f060096;
/**
############################################################
# :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=0x7f0601b3;
/** 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=0x7f0600fe;
/** (I believe this can no longer occur)
*/
public static final int msg_dup_room=0x7f0600fc;
/** (I believe this can no longer occur)
*/
public static final int msg_lost_other=0x7f0600fd;
/** (I believe this can no longer occur)
*/
public static final int msg_no_room=0x7f0600fb;
/** 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=0x7f0600f8;
/** 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=0x7f0600f7;
/** (I believe this can no longer occur)
*/
public static final int msg_too_many=0x7f0600fa;
/** Text of progress indicator shown while check is being conducted
*/
public static final int msgs_progress=0x7f06009c;
public static final int name_dict_fmt=0x7f060085;
/** 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=0x7f0600d1;
/** 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=0x7f06013e;
public static final int netstats_title=0x7f060081;
public static final int network_behavior=0x7f06016d;
/** explanation of the above
*/
public static final int network_behavior_summary=0x7f06016e;
/**
*/
public static final int new_app_avail=0x7f060256;
/**
*/
public static final int new_app_avail_fmt=0x7f060255;
/**
*/
public static final int new_bt_body_fmt=0x7f060211;
/**
*/
public static final int new_bt_title=0x7f060210;
/**
*/
public static final int new_btmove_title=0x7f060213;
/**
*/
public static final int new_dict_avail=0x7f060253;
/**
*/
public static final int new_dict_avail_fmt=0x7f060254;
/**
*/
public static final int new_move_body=0x7f060214;
/**
*/
public static final int new_name_body_fmt=0x7f060223;
/** hint (text shown when field is empty) for room name field
*/
public static final int new_room_hint=0x7f0600ca;
/**
*/
public static final int new_sms_title=0x7f060222;
/**
*/
public static final int new_smsmove_title=0x7f060224;
public static final int new_xlations_fmt=0x7f0602a6;
/**
###########################################################
# :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=0x7f0601c8;
/** section separator (white-on-gray bar) for third section:
bluetooth games
*/
public static final int newgame_bt_header=0x7f060181;
/** Text of second of two buttons for new standalone games. Tap
this and you'll get taken to the "Game configure" screen
*/
public static final int newgame_configure_first=0x7f06017d;
public static final int newgame_enable_bt=0x7f060207;
/** 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=0x7f060180;
/** 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=0x7f06017c;
/** 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$s.
*/
public static final int newgame_local_desc_fmt=0x7f06017b;
/** ############################################################
# :Screens:
# New game screen
#
# This comes up when you tap the "new game" button on the
# main screen or the new game menuitem in the main screen's
# menu. It has descriptions and buttons for creating the two
# types of supported games, standalone and networked.
############################################################
section separator (white-on-gray bar) for first section:
standalone games
*/
public static final int newgame_local_header=0x7f06017a;
/** This is the second of two descriptions on this screen. It
explains what networked games are and describes the two
buttons used to create them.
*/
public static final int newgame_networked_desc=0x7f06017f;
/** section separator (white-on-gray bar) for second section:
networked games
*/
public static final int newgame_networked_header=0x7f06017e;
/**
*/
public static final int newgame_sms_header=0x7f06021e;
public static final int newgroup_label=0x7f060269;
public static final int nfc_or_email=0x7f060185;
public static final int nfc_or_sms_or_email=0x7f060186;
/** Title of dialog for renaming game (triggered by selecting
list_item_rename)
If you try to copy a networked game you get this error
message.
*/
public static final int no_copy_network=0x7f0600a7;
/** If the wordlist disappears mid-game there are no choices,
just an explanation and this button, after which the game
closes.
*/
public static final int no_dict_finish=0x7f0601ac;
/** If the missing wordlist is discovered when trying to open the
game, we have more options. If there's another wordlist in
the same language, we can offer to substitute without needing
to download. Otherwise the user must choose between
downloading and not opening the game. This first message
takes wordlist name and language substituted in for %1$ and
%2$
*/
public static final int no_dict_fmt=0x7f0601ae;
/** 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=0x7f0601af;
/**
############################################################
# :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=0x7f0601ab;
/** 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.
*/
public static final int no_download_warning=0x7f0600b0;
/** 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=0x7f06019d;
/** If you choose the above option and have no networked games
you get this error message
*/
public static final int no_games_to_refresh=0x7f06009d;
public static final int no_hide_titlebar=0x7f06028a;
public static final int no_market=0x7f060290;
public static final int no_move_onegroup=0x7f060276;
/** displayed when you long-tap a scoreboard entry and there's no
most recent score to show
*/
public static final int no_moves_made=0x7f0600f2;
/** 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=0x7f0600ce;
/** 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=0x7f0601db;
public static final int not_again_backclears=0x7f060280;
/**
*/
public static final int not_again_browse=0x7f0601fc;
/**
*/
public static final int not_again_browseall=0x7f0601fd;
/** Shown when you tap the chat button on the toolbar of the
main Board screen
*/
public static final int not_again_chat=0x7f0601d4;
/** 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=0x7f0601da;
/** 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=0x7f0601d8;
/** 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=0x7f0601d9;
/** 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=0x7f0601d6;
public static final int not_again_firefox=0x7f06028e;
/** Shown when you tap the flip button on the toolbar of the main
Board screen
*/
public static final int not_again_flip=0x7f0601d1;
public static final int not_again_fmt_expl=0x7f0602b6;
/** Shown when you tap the next hint button on the toolbar of the
main Board screen
*/
public static final int not_again_hintnext=0x7f0601cf;
/** 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=0x7f0601ce;
/** Shown when you tap the juggle button on the toolbar of the
main Board screen
*/
public static final int not_again_juggle=0x7f0601d0;
/**
*/
public static final int not_again_lookup=0x7f0601f1;
/** Shown when you first pick the list_item_new_from menuitem
*/
public static final int not_again_newfrom=0x7f0601dd;
public static final int not_again_newselect=0x7f06027f;
public static final int not_again_sms_ready=0x7f06028c;
public static final int not_again_studycopy=0x7f06029e;
/** 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=0x7f0601ca;
/** Shown when the user chooses the "board_menu_trade" menu
*/
public static final int not_again_trading=0x7f0601cb;
public static final int not_again_trading_buttons=0x7f0601cc;
public static final int not_again_trading_menu=0x7f0601cd;
/** 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=0x7f0601dc;
/** Shown when you tap the undo/redo button on the toolbar of the
main Board screen
*/
public static final int not_again_undo=0x7f0601d3;
/** Shown in the Game configure screen when the game_locked
checkbox is checked and you uncheck it.
*/
public static final int not_again_unlock=0x7f0601d7;
/** 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=0x7f0601d5;
/** Shown when you tap the zoom (+/-) button on the toolbar of
the main Board screen
*/
public static final int not_again_zoom=0x7f0601d2;
public static final int notify_body_fmt=0x7f0601b7;
/** 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=0x7f060179;
/** When one or more new moves is found, should I play a
notification sound
*/
public static final int notify_sound=0x7f060177;
/** 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.
*/
public static final int notify_title=0x7f0601b6;
/** When one or more new moves is found, should I vibrate the
device
*/
public static final int notify_vibrate=0x7f060178;
/** 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=0x7f0600ea;
public static final int paste_done_fmt=0x7f060298;
public static final int pct_suffix=0x7f06028d;
/** 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=0x7f060169;
/** explanation of the above
*/
public static final int peek_other_summary=0x7f06016a;
/**
*/
public static final int phone_label=0x7f06022e;
/** 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=0x7f0600db;
/** 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=0x7f0600d9;
/** 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=0x7f0600d8;
/** warn player when word played is not in the wordlist, but
allow him to play it.
*/
public static final int phonies_warn=0x7f0600da;
/**
*/
public static final int pick_faceup=0x7f0601f8;
/**
*/
public static final int pick_url_title_fmt=0x7f0601ef;
/** 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=0x7f0600e0;
/**
############################################################
# :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=0x7f0600e4;
/** used to create default player names. Number between 1 and 4
is substituted
*/
public static final int player_fmt=0x7f0601b5;
/** text of lable identifying the field in which player's name is
set/displayed
*/
public static final int player_label=0x7f0600e6;
/** 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=0x7f0600c3;
/** text for separator above the list of players that's used for
non-networked games
*/
public static final int players_label_standalone=0x7f0600c2;
/** Toast shown when players are missing, same time as above
but more subtle.
*/
public static final int players_miss_fmt=0x7f0600f4;
/** Label for the first "player name" preference
*/
public static final int pref_player1_name=0x7f060134;
/** Label for the second "player name" preference (unused)
*/
public static final int pref_player2_name=0x7f060135;
/** Label for the third "player name" preference (unused)
*/
public static final int pref_player3_name=0x7f060136;
/** Label for the fourth "player name" preference (unused)
*/
public static final int pref_player4_name=0x7f060137;
/**
############################################################
# :Screens:
# Appearances subscreen of Preferences screen
############################################################
title of this sub-preference
*/
public static final int prefs_appearance=0x7f060144;
/** clarification of the above
*/
public static final int prefs_appearance_summary=0x7f060145;
/**
############################################################
# :Screens:
# Behavior preference subscreen (within Preferences screen)
############################################################
title of this sub-preference
*/
public static final int prefs_behavior=0x7f06015f;
/** clarification of the above
*/
public static final int prefs_behavior_summary=0x7f060160;
/**
############################################################
# :Screens:
# Individual Colors preference subscreen (within Appearances
# subscreen)
############################################################
title of this sub-preference
*/
public static final int prefs_colors=0x7f060151;
/** clarification of the above
*/
public static final int prefs_colors_summary=0x7f060152;
/**
############################################################
# :Screens:
# New-game defaults subscreen of Preferences screen
############################################################
title of this sub-preference
*/
public static final int prefs_defaults=0x7f060130;
/** clarification of the above
*/
public static final int prefs_defaults_summary=0x7f060131;
/** sub-preference for dictionaries (soon to be called "word lists")
*/
public static final int prefs_dicts=0x7f060139;
/** clarification of above
*/
public static final int prefs_dicts_summary=0x7f06013a;
/** sub-preference title for editing default player names.
There's only enabled now, though.
*/
public static final int prefs_names=0x7f060132;
/** clarification of the above
*/
public static final int prefs_names_summary=0x7f060133;
/**
*/
public static final int prompt_max_len=0x7f060202;
/**
*/
public static final int prompt_min_len=0x7f060201;
public static final int proxy_port=0x7f060084;
/** 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=0x7f0600f6;
/** 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=0x7f0600cd;
/** 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=0x7f0601c7;
/** 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=0x7f060190;
/**
############################################################
# :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=0x7f06015c;
public static final int redir_host=0x7f060078;
/** Title of dialog used to alert players to relay-related
problems with the current game.
*/
public static final int relay_alert=0x7f0600f9;
public static final int relay_alert_title=0x7f06027e;
/** ############################################################
# :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.
*/
public static final int relay_game_explain_fmt=0x7f060196;
public static final int relay_host=0x7f060077;
public static final int relay_port=0x7f060083;
/** Shown in toast when relaunching after switching dicts
*/
public static final int reload_new_dict_fmt=0x7f06025d;
/** 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=0x7f0600e5;
/**
*/
public static final int remote_undone=0x7f060231;
public static final int rename_group_label=0x7f060273;
/** text within rename dialog (triggered by selecting
list_item_rename)
*/
public static final int rename_label=0x7f0600a9;
public static final int resend_finished_fmt=0x7f06010f;
/** 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=0x7f060167;
/** explanation of the above
*/
public static final int ringer_zoom_summary=0x7f060168;
/** checkbox determining if player is robot/automated or human
*/
public static final int robot_label=0x7f0600e9;
/** Used to format robot player names in the lists of players
found in each game listing
*/
public static final int robot_name_fmt=0x7f06008f;
/** Three possible choices presented in the popup above
*/
public static final int robot_smart=0x7f0600d5;
public static final int robot_smarter=0x7f0600d6;
public static final int robot_smartest=0x7f0600d7;
/** title of popup used to select how "smart" (how capable) the
robot player will be.
*/
public static final int robot_spinner_prompt=0x7f0600d4;
/** text of checkbox
*/
public static final int room_public=0x7f0600cb;
/** title for popup of public rooms found on server
*/
public static final int room_public_prompt=0x7f0600cc;
/**
*/
public static final int scan_progress=0x7f06020a;
public static final int sel_games_fmt=0x7f060281;
public static final int sel_groups_fmt=0x7f060282;
public static final int sel_items_fmt=0x7f0602a2;
/**
############################################################
# :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=0x7f0600b6;
/** text of separator marking out other-setting area of the dialog
*/
public static final int settings_label=0x7f0600cf;
/** 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=0x7f06014d;
/** clarification of above
*/
public static final int show_arrow_summary=0x7f06014e;
public static final int show_wordlist_browser=0x7f06027d;
/** 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=0x7f060163;
/** explanation of the above
*/
public static final int skip_confirm_turn_summary=0x7f060164;
public static final int slmenu_clear_sel=0x7f060296;
public static final int slmenu_copy_sel=0x7f060295;
public static final int slmenu_deselect_all=0x7f0602a1;
public static final int slmenu_select_all=0x7f0602a0;
/**
*/
public static final int sms_disabled=0x7f060220;
/**
*/
public static final int sms_networked_desc=0x7f06021f;
/** The invitation process begins with this query. The choice is
between html and plaintext formatting but I also provide some
explanation/guidance.
*/
public static final int sms_or_email=0x7f060184;
public static final int sms_ready_text=0x7f06028b;
/**
*/
public static final int smsname_label=0x7f06021a;
public static final int square_tiles=0x7f06027a;
public static final int square_tiles_summary=0x7f06027b;
/** Used in formatting moves and history
*/
public static final int str_bonus_all=0x7f060126;
/** 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=0x7f0601a7;
/** 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=0x7f0601a6;
/** Beginning of the message presented to a user when asking him
to confirm committing the current turn
*/
public static final int str_commit_confirm=0x7f060123;
/** 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$s. This
does not require translation unless the parentheses or
ordering is wrong for your language.
*/
public static final int str_game_name_fmt=0x7f06008e;
/** Used in formatting history and move reports; means user
skipped a turn because of an attempted illegal move/play of a
phony
*/
public static final int str_lostturn=0x7f060122;
/** Displayed when you try to commit a turn that is illegal
because there is empty space between some of the tiles
placed, i.e. they do not form a single word.
*/
public static final int str_no_empties_in_turn=0x7f06019f;
/** Same as above, but used when you try to show tiles belonging
to a player on another device (a remote player.)
*/
public static final int str_no_peek_remote_tiles=0x7f0601a4;
/** Displayed when you try to reveal a robot player's tiles,
either by tapping on its "hidden" rack (marked by "?"
characters) or by tapping on its scoreboard entry. (The
ability to reveal another players tiles this way is
controlled by the peek_other preference and is disabled by
default.)
*/
public static final int str_no_peek_robot_tiles=0x7f0601a3;
/** Used, with remote player's name substituted for %1$s, to
indicate that the player is remote.
*/
public static final int str_nonlocal_name_fmt=0x7f060124;
/** Displyed when you try to commit a move and it's not your
turn.
*/
public static final int str_not_your_turn=0x7f0601a2;
/** Used in formatting game history and move summaries
*/
public static final int str_pass=0x7f060119;
/** Used in formatting exchange move summaries: passed means the
user skipped his turn, or made a move involving 0 tiles for 0
points
*/
public static final int str_passed=0x7f06011f;
/** 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=0x7f06011e;
/** 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=0x7f0600dc;
/** 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=0x7f0601a8;
/** Used in formatting remote player move summaries
*/
public static final int str_remote_moved_fmt=0x7f060117;
/** Used in formatting final scores display
*/
public static final int str_resigned=0x7f060257;
/**
############################################################
# 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
*/
public static final int str_robot_moved=0x7f060110;
/** 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=0x7f0601a9;
/** 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=0x7f0601a1;
/**
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=0x7f06019e;
/** 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=0x7f0601a5;
/** 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=0x7f0601a0;
/** Used in formatting final scores display
*/
public static final int str_winner=0x7f060258;
/** 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=0x7f060116;
/** Used in formatting game history and move summaries
*/
public static final int strd_remaining_tiles_add_fmt=0x7f060113;
/** Intro to the paragraph lisiting all of the tiles remaining
*/
public static final int strd_remains_expl_fmt=0x7f060129;
/** 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=0x7f060128;
/** Notifies user of a robot trade move
*/
public static final int strd_robot_traded_fmt=0x7f060111;
/** I don't know how this is used. :-)
*/
public static final int strd_time_penalty_sub_fmt=0x7f060118;
/** Used in formatting reports of trades (exchanges of tiles).
Number of tiles traded is substituted for %1$d
*/
public static final int strd_traded_fmt=0x7f060121;
/** Used in formatting moves and history. The total score for
one turn is substituted for %1$d.
*/
public static final int strd_turn_score_fmt=0x7f060127;
/** Used in formatting game history and move summaries
*/
public static final int strd_unused_tiles_sub_fmt=0x7f060114;
/** Used in formatting game history and move summaries
*/
public static final int strs_move_across_fmt=0x7f06011a;
/** Used in formatting game history and move summaries
*/
public static final int strs_move_down_fmt=0x7f06011b;
/** Used in formatting game history and move summaries
*/
public static final int strs_new_tiles_fmt=0x7f060115;
/** Used in formatting game history and move summaries
*/
public static final int strs_tray_at_start_fmt=0x7f06011c;
/** title for window you get when you select menu with text
board_menu_game_counts
*/
public static final int strs_values_header_fmt=0x7f060112;
/** formats tiles and score together, and probably doesn't need
translation unless the colon ':' needs to be replaced
*/
public static final int strsd_summaryscored_fmt=0x7f060120;
/** Used in formatting exchange move summaries
*/
public static final int strss_traded_for_fmt=0x7f06011d;
public static final int study_langpick=0x7f06029b;
public static final int study_no_lang_fmt=0x7f06029c;
public static final int study_no_lists=0x7f06029d;
public static final int studylist_title_fmt=0x7f06029a;
/** 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=0x7f0601b2;
/**
*/
public static final int summary_conn=0x7f06020f;
/**
*/
public static final int summary_conn_sms_fmt=0x7f06022f;
/** 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=0x7f060146;
/**
*/
public static final int summary_gameover=0x7f06020e;
/** 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=0x7f060091;
/** 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=0x7f060093;
/** Final state: game is over.
*/
public static final int summary_relay_gameover_fmt=0x7f060094;
/** 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=0x7f060092;
public static final int summary_send_data_sms=0x7f06007f;
/** explanation of the above
*/
public static final int summary_sort_tiles=0x7f060166;
public static final int summary_studyon=0x7f060293;
public static final int summary_thumbsize=0x7f060283;
/**
*/
public static final int summary_wait_guest=0x7f06020d;
/**
*/
public static final int summary_wait_host=0x7f06020c;
/** 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=0x7f060138;
public static final int thumb_off=0x7f060284;
/** color of the tiles' background
*/
public static final int tile_back=0x7f060158;
/**
*/
public static final int tilepick_all=0x7f0601f6;
/**
*/
public static final int tilepick_undo=0x7f0601f5;
/** 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=0x7f0601c2;
/**
############################################################
# :Screens:
# Wordlists screen
#
# list of installed wordlists (formerly called dictionaries)
############################################################
window title
*/
public static final int title_dicts_list=0x7f0600ac;
/**
############################################################
# :Screens:
# Game configure screen
############################################################
window title (game name substituted for %1$s)
*/
public static final int title_game_config_fmt=0x7f0600bd;
/**
*/
public static final int title_gamebt_config_fmt=0x7f0600bf;
/** alternate window title used when game is networked
*/
public static final int title_gamenet_config_fmt=0x7f0600be;
/** title for popup list of langugages from which user picks
*/
public static final int title_langs_list=0x7f0600c0;
/**
*/
public static final int title_lookup=0x7f0601eb;
public static final int title_lookup_study=0x7f0601ec;
/**
############################################################
# :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=0x7f06012b;
public static final int title_send_data_sms=0x7f06007e;
/** 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=0x7f060165;
public static final int title_studyon=0x7f060292;
/** 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=0x7f0601c1;
/** text of checkbox controlling whether there's a game timer
*/
public static final int use_timer=0x7f0600d2;
/** Used to separate names of players when listing them on one
line in a game summary. The \u0020 is a space in xml.
*/
public static final int vs_join=0x7f060125;
/**
*/
public static final int warn_nomobile_fmt=0x7f060228;
/**
*/
public static final int warn_sms_disabled=0x7f060250;
/**
*/
public static final int warn_unlimited=0x7f060230;
/**
*/
public static final int word_search_hint=0x7f0601f4;
public static final int xlations_enabled_summary=0x7f0602a8;
public static final int xlations_enabled_title=0x7f0602a7;
public static final int xlations_locale=0x7f060089;
/** 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=0x7f0601e3;
public static final int xwords_nfc_mime=0x7f06006b;
}
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=0x7f080007;
public static final int expander_button=0x7f080008;
public static final int relay_explain=0x7f080006;
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;
}
}