xwords/xwords4/android/XWords4/res/values/strings.xml
Andy2 201c32e4db add support for download directory as a place where we look for dicts
and to/from which dicts can be moved.  Right now it's just
/sdcard/download.  Dunno if that's universal.  There seems not to be
API except in newer SDK versions for finding it.
2011-10-20 20:22:36 -07:00

1787 lines
80 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<!-- -*- compile-command: "cd ../../; ant install"; -*- -->
<resources>
<!--
############################################################
# :Screens:
# Main screen (list of games)
#
# This is the first screen you see when you launch Crosswords
############################################################
-->
<!-- window title -->
<string name="title_games_list">Crosswords</string>
<!-- These two messages appear at the top of the list of games
(unless the hide_intro preferences checkbox is checked.)-->
<string name="empty_games_list">Use the button below to create a
game. Tap an existing game to play it or long-tap it for other
options.</string>
<string name="empty_games_list2">You can hide this and the button
below in the Appearance section of Settings (accessed via your
device\'s menu key).</string>
<!-- 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.) -->
<string name="button_new_game">Add game</string>
<!-- When the game list is empty and the above messages and button
are hidden via preferences, this text is shown -->
<string name="empty_list_msg">Use the menu key to add a
game.</string>
<!-- 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.-->
<string name="str_game_namef">%1$s (%2$s)</string>
<!-- Used to format robot player names in the lists of players
found in each game listing -->
<string name="robot_namef">%s (robot)</string>
<!-- 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. -->
<string name="missing_player">(not here yet...)</string>
<!-- 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. -->
<string name="summary_relay_conff">Configured for room
\"%s\"</string>
<!-- 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. -->
<string name="summary_relay_waitf">Waiting for players in room
\"%s\"</string>
<!-- 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. -->
<string name="summary_relay_connf">Game in play in room \"%s\"</string>
<!-- Games that have ended are listed with this string -->
<string name="gameOver">Game over</string>
<!-- Otherwise they're listed with this to give some indication of
how far along they are. I may list "tiles left" someday
instead... -->
<string name="movesf">%d moves played</string>
<!-- 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). -->
<string name="button_delete">Delete</string>
<!-- 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). -->
<string name="button_reset">Reset</string>
<!--
############################################################
# :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 -->
<string name="gamel_menu_dicts">Wordlists</string>
<!-- text of menu that brings up the Settings (preferences) dialog -->
<string name="menu_prefs">Settings</string>
<!-- 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. -->
<string name="gamel_menu_checkmoves">Check relay</string>
<!-- Text of progress indicator shown while check is being conducted -->
<string name="msgs_progress">Checking relay for moves
etc...</string>
<!-- If you choose the above option and have no networked games
you get this error message -->
<string name="no_games_to_refresh">No games found that connect via
the relay.</string>
<!-- Deletes all games on the device (after confirmation) -->
<string name="gamel_menu_delete_all">Delete all</string>
<!-- Brings up "About Crosswords" dialog -->
<string name="board_menu_file_about">About Crosswords</string>
<!--
############################################################
# :Menus:
# Context menu for main games-list screen
############################################################
-->
<!-- title of contextual menu. Name of the selected game is
substituted in. -->
<string name="game_item_menu_titlef">\"%s\" actions:</string>
<!-- ############## menu items ############## -->
<!-- pulls up dialog to configure the selected game -->
<string name="list_item_config">Game settings...</string>
<!-- pulls up dialog to rename (change name of) the selected game -->
<string name="list_item_rename">Rename...</string>
<!-- pulls up dialog to delete the selected game -->
<string name="list_item_delete">Delete</string>
<!-- 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. -->
<string name="list_item_reset">Reset</string>
<!-- creates a new game with all configuation copied from the
selected game -->
<string name="list_item_new_from">New from</string>
<!-- 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. -->
<string name="list_item_copy">Copy</string>
<!-- 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. -->
<string name="no_copy_network">Games that have already connected
to the relay cannot be copied. Use \"New from\" for a
ready-to-play copy with all the same settings.</string>
<string name="game_rename_title">Rename game</string>
<!-- text within rename dialog (triggered by selecting
list_item_rename) -->
<string name="rename_label">Change the name of this game to:</string>
<!-- Text of confirmation dialog posted when list_item_delete menu is
selected -->
<string name="confirm_delete">Are you sure you want to delete this
game?</string>
<!-- Text of confirmation dialog posted when list_item_reset menu
is selected -->
<string name="confirm_reset">Are you sure you want to reset this
game? Resetting erases all moves and any connection
information.</string>
<!-- Text of confirmation dialog posted when gamel_menu_delete_all
button is pressed -->
<string name="confirm_delete_all">Are you sure you want to delete
all games?</string>
<!--
############################################################
# :Screens:
# Wordlists screen
#
# list of installed wordlists (formerly called dictionaries)
############################################################
-->
<!-- window title -->
<string name="title_dicts_list">Installed Crosswords Wordlists</string>
<!-- text of button at the bottom of the screen. It launches the
browser pointed at the site where additional wordlists can be
found. -->
<string name="download_dicts">Download more...</string>
<!-- 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. -->
<string name="loc_builtin">Built-in</string>
<!-- 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. -->
<string name="loc_downloads">Downloads</string>
<!-- 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. -->
<string name="no_download_warning">Unable to download. Do you have
a web browser installed?</string>
<!--
############################################################
# :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. -->
<string name="dicts_item_move">Change storage location</string>
<!-- Title of contextual menu item. If chosen it brings up a
dialog that sets the selected dictionary as a new-game
default for robots or human players or both. (See
key_default_dict and key_default_robodict.) -->
<string name="dicts_item_select">Make default</string>
<!-- Title of contextual menu item. If chosen it does nothing,
but will eventually bring up a dialog giving additional
information about the selected wordlist, possibly including a
scrolling list of all its words. -->
<string name="dicts_item_details">Details</string>
<!-- 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 %s. Sometimes one of the two
strings below is appended. -->
<string name="confirm_delete_dictf">Are you sure you want to
delete %s?</string>
<!-- 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. -->
<string name="confirm_deleteonly_dictf">\u0020It is the only %s
wordlist installed. One or more games will be unopenable
without it.</string>
<!-- 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. -->
<string name="confirm_deletemore_dictf">\u0020One game (at least)
is using it, but there is another %s wordlist installed that can
replace it.</string>
<!-- Text of dialog brought up when user taps the download_dicts
button -->
<string name="storeWhereMsg">Store downloaded wordlists using
internal or external (SD card) memory? (You can always move them
later.)</string>
<!-- title of above -->
<string name="storeWhereTitle">Wordlist storage</string>
<!-- One of the buttons in the above dialog -->
<string name="button_internal">Internal</string>
<!-- The other button in the above dialog -->
<string name="button_sd">External</string>
<!--
############################################################
# :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. -->
<string name="set_default_messagef">For what players should this
wordlist be the default for new games? (The language %s will be
the default for both.)</string>
<!-- 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.) -->
<string name="button_default_human">Human</string>
<string name="button_default_robot">Robot</string>
<string name="button_default_both">Both</string>
<!-- 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$s (or vice-versa,
depending on the current location of the wordlist.)-->
<string name="move_dictf">Location for wordlist %1$s</string>
<!-- see move_dictf above -->
<string name="loc_internal">Internal</string>
<string name="loc_external">External</string>
<!--
############################################################
# :Screens:
# Game configure screen
############################################################
-->
<!-- window title (game name substituted for %s) -->
<string name="title_game_configf">%s settings</string>
<!-- alternate window title used when game is networked -->
<string name="title_gamenet_configf">%s settings (networked)</string>
<!-- title for popup list of langugages from which user picks -->
<string name="title_langs_list">Languages (based on installed
wordlists)</string>
<!-- text of checkbox at top of dialog allowing to unlock in-play
game to make changes -->
<string name="game_locked">Lock settings</string>
<!-- text for separator above the list of players that's used for
non-networked games -->
<string name="players_label_standalone">Players</string>
<!-- 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. -->
<string name="players_label_host">Players (%1$d local, %2$d
off-device)</string>
<!-- text of button for adding new player to game -->
<string name="button_add_player">Add player</string>
<!-- text of button to juggle (randomly rearrange order of) players -->
<string name="button_juggle_players">Shuffle players</string>
<!-- text of separator marking out the language area of the dialog -->
<string name="lang_label">Game language</string>
<!-- text of separator marking out the connection area of the dialog -->
<string name="connect_label">Connection (via internet)</string>
<!-- text of checkbox asking if user wants to search for open
public rooms -->
<string name="join_room">Join public room</string>
<!-- hint (text shown when field is empty) for room name field -->
<string name="new_room_hint">Room name</string>
<!-- text of checkbox -->
<string name="room_public">Make new room public</string>
<!-- title for popup of public rooms found on server -->
<string name="room_public_prompt">Select public room</string>
<!-- 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.)-->
<string name="public_names_progress">Fetching public rooms for
%1$d-player games in %2$s.</string>
<!-- If the query returns no rooms, this message is displayed,
with the number of players in the game and its language
substituted. -->
<string name="no_name_found_f">No public rooms found for
%1$d-player games in %2$s. Try refreshing or creating your
own.</string>
<!-- text of separator marking out other-setting area of the dialog -->
<string name="settings_label">Other settings</string>
<!-- 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. -->
<string name="hints_allowed">Allow hints</string>
<!-- text of checkbox controlling whether there's a game timer -->
<string name="use_timer">Enable game timer</string>
<!-- label for the field used to set the timer's inital value -->
<string name="minutes_label">Minutes per player</string>
<!-- title of popup used to select how "smart" (how capable) the
robot player will be. -->
<string name="robot_spinner_prompt">How smart is the robot player?</string>
<!-- Three possible choices presented in the popup above -->
<string name="robot_smart">Smart robot</string>
<string name="robot_smarter">Smarter robot</string>
<string name="robot_smartest">Smartest robot</string>
<!-- 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) -->
<string name="phonies_spinner_prompt">How to handle \"phonies\"
(words not in wordlist)</string>
<!-- 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 -->
<string name="phonies_ignore">Ignore phonies</string>
<!-- warn player when word played is not in the wordlist, but
allow him to play it. -->
<string name="phonies_warn">Warn if phonies</string>
<!-- Don't warn, but simply force to skip turn (give 0 points)
when user attempts to play word not in the wordlist. -->
<string name="phonies_disallow">Disallow phonies</string>
<!-- Shown when using the the Game configure screen to configure a
networked game and you try to make all players local. -->
<string name="str_reg_server_sans_remote">At least one player must
be marked \"Remote\" for a game started as Host.</string>
<!-- Used as the default name for remote players displayed within
the Game configure screen -->
<string name="guest_name">(Off-device player)</string>
<!-- title of confirmation dialog put up when user has unlocked an
in-progress game and wants to save changes (has hit the
play button). -->
<string name="confirm_save">This game is in play. If you
save these changes it must be restarted. Do you want to save
these changes?</string>
<!-- title of above confirmation dialog -->
<string name="confirm_save_title">Confirm save</string>
<!-- Text of button at bottom. Press it and you exit this
configure screen and open the game into the Board screen -->
<string name="play">Play game</string>
<!--
############################################################
# :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 -->
<string name="force_title">Off-device player[s]</string>
<!-- Explanatory text appears in the dialog -->
<string name="force_expl">In a multi-device game there must be at
least one player from and another not from this device. Please
check off-device players.</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. -->
<string name="forced_consistent">Modified first player.</string>
<!--
############################################################
# :Dialogs:
# Player edit dialog
#
# This comes up when you tap on a player within the Game
# config screen
############################################################
-->
<!-- dialog title -->
<string name="player_edit_title">Edit player</string>
<!-- 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.) -->
<string name="remote_label">Off-device player</string>
<!-- text of lable identifying the field in which player's name is
set/displayed -->
<string name="player_label">Name:</string>
<!-- 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". -->
<string name="dict_lang_labelf">Wordlist (in %s)</string>
<!-- 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". -->
<string name="dicts_list_promptf">Installed wordlists (in %s)</string>
<!-- checkbox determining if player is robot/automated or human -->
<string name="robot_label">Robot player</string>
<!-- 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. -->
<string name="password_label">Password</string>
<!--
############################################################
# :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 -->
<string name="button_trade_commit">Commit exchange</string>
<string name="button_trade_cancel">Cancel exchange</string>
<string name="entering_trade">Tap to select tiles...</string>
<!-- Bonus value hint that's displayed in gray text in the colored
bonus square. Double-letter -->
<string name="bonus_l2x_summary">2L</string>
<!-- Bonus value hint that's displayed in gray text in the colored
bonus square. Double-word -->
<string name="bonus_w2x_summary">2W</string>
<!-- Bonus value hint that's displayed in gray text in the colored
bonus square. Triple-letter -->
<string name="bonus_l3x_summary">3L</string>
<!-- Bonus value hint that's displayed in gray text in the colored
bonus square. Triple-word -->
<string name="bonus_w3x_summary">3W</string>
<!-- displayed when you long-tap a scoreboard entry and there's no
most recent score to show -->
<string name="no_moves_made">(No moves yet)</string>
<!-- 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$d". -->
<string name="invite_msgf">This game is missing %1$d remote
player[s]. Would you like to invite someone to join -- assuming
you haven\'t already?</string>
<!-- 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. -->
<string name="invite_multiple">\u0020(You are expecting multiple
remote players. Be sure to address your invitation to
that many people.)</string>
<!-- 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. -->
<string name="pts">pts</string>
<!-- 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. -->
<string name="msg_relay_waiting">Device %1$d connected to relay in
room \"%2$s\". Waiting for %3$d player[s].</string>
<!-- Text of "toast" shown when a game is notified by the relay
that all expected players have registered. At this point
play can begin. -->
<string name="msg_relay_all_heref">All players are here in room
\"%s\".</string>
<!-- Title of dialog used to alert players to relay-related
problems with the current game. -->
<string name="relay_alert">Connection problem</string>
<!-- (I believe this can no longer occur) -->
<string name="msg_too_many">You are providing more players than
the host expects.</string>
<!-- (I believe this can no longer occur) -->
<string name="msg_no_room">No host has registered a room by that name.</string>
<!-- (I believe this can no longer occur) -->
<string name="msg_dup_room">Another host has already registered a
room using that name. Rename yours or retry later.</string>
<!-- (I believe this can no longer occur) -->
<string name="msg_lost_other">The relay has lost contact with
another device in this game.</string>
<!-- 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.) -->
<string name="msg_dev_deleted">This game has been deleted on
another device. You will not be able to play any
further.</string>
<!-- 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
-->
<string name="ids_badwords">Word[s] %s not found in
wordlist.</string>
<!-- Appended to the above in the phonies_warn case. User may
ignore the warning -->
<string name="badwords_accept"> Do you still want to accept this move?</string>
<!-- Appended to the above in the phonies_disallow case. User has
lost his turn. -->
<string name="badwords_lost"> Turn lost.</string>
<!-- title of the dialog in which the above is posted. -->
<string name="badwords_title">Illegal word[s]</string>
<!--
############################################################
# :Menus:
# Board screen menu
############################################################
-->
<!-- This menu commits the current move as it's been laid out on
the board -->
<string name="board_menu_done">Turn done</string>
<!-- This menu begins an exchange of tiles: puts the board into
trade mode. -->
<string name="board_menu_trade">Exchange tiles</string>
<!-- 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.-->
<string name="board_menu_tray">Hide rack</string>
<!-- 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.-->
<string name="board_menu_undo_last">Undo last</string>
<!-- Toggles the board between displaying tiles' letters and their
values. This is intended to allow players to remind
themselves how much played tiles are worth while planning a
move. -->
<string name="board_menu_values">Show values</string>
<!-- Title of submenu -->
<string name="board_submenu_game">Game</string>
<!-- 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. -->
<string name="board_menu_game_counts">Counts and values</string>
<!-- 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. -->
<string name="board_menu_game_left">Tiles remaining</string>
<!-- Brings up listing of all moves played so far this game. -->
<string name="board_menu_game_history">Game history</string>
<!-- 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. -->
<string name="board_menu_game_final">Final scores</string>
<!-- 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. -->
<string name="board_menu_game_resend">Resend messages</string>
<!--
############################################################
# 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">The robot made this move: </string>
<!-- Notifies user of a robot trade move -->
<string name="strd_robot_traded">exchanged %d tiles.</string>
<!-- title for window you get when you select menu with text
board_menu_game_counts -->
<string name="strs_values_header">%s counts/values:\n</string>
<!-- Used in formatting game history and move summaries -->
<string name="strd_remaining_tiles_add">+ %d [all remaining tiles]</string>
<!-- Used in formatting game history and move summaries -->
<string name="strd_unused_tiles_sub">- %d [unused tiles]</string>
<!-- Used in formatting game history and move summaries -->
<string name="strs_new_tiles">New tiles: %s</string>
<!-- Used in formatting game history (not move summaries since
information about the current rack is hidden then) -->
<string name="strd_cumulative_score">Cumulative score: %d\n</string>
<!-- Used in formatting remote player move summaries -->
<string name="str_remote_movedf">Remote player %1$s made this move: </string>
<!-- I don't know how this is used. :-) -->
<string name="strd_time_penalty_sub"></string>
<!-- Used in formatting game history and move summaries -->
<string name="str_pass"> - %d [time]</string>
<!-- Used in formatting game history and move summaries -->
<string name="strs_move_across">move (from %s across)\n</string>
<!-- Used in formatting game history and move summaries -->
<string name="strs_move_down">move (from %s down)\n</string>
<!-- Used in formatting game history and move summaries -->
<string name="strs_tray_at_start">Rack at start: %s\n</string>
<!-- Used in formatting exchange move summaries -->
<string name="strss_traded_for">Exchanged %1$s for %2$s.</string>
<!-- 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
-->
<string name="str_phony_rejected">Illegal word in move; turn lost!</string>
<!-- Used in formatting exchange move summaries: passed means the
user skipped his turn, or made a move involving 0 tiles for 0
points -->
<string name="str_passed">Passed</string>
<!-- formats tiles and score together, and probably doesn't need
translation unless the colon ':' needs to be replaced -->
<string name="strsd_summaryscored">%1$s:%2$d</string>
<!-- Used in formatting reports of trades (exchanges of tiles).
Number of tiles traded is substituted for %d-->
<string name="strd_traded">Exchanged %d tiles</string>
<!-- Used in formatting history and move reports; means user
skipped a turn because of an attempted illegal move/play of a
phony -->
<string name="str_lostturn">Lost turn</string>
<!-- Beginning of the message presented to a user when asking him
to confirm committing the current turn-->
<string name="str_commit_confirm">Commit the current move?\n</string>
<!-- Used, with remote player's name substituted for %s, to
indicate that the player is remote. -->
<string name="str_nonlocal_namef">%s (remote)</string>
<!-- Used to separate names of players when listing them on one
line in a game summary. The \u0020 is a space in xml. -->
<string name="vs_join">\u0020vs.\u0020</string>
<!-- Used in formatting moves and history -->
<string name="str_bonus_all">Bonus for using all tiles: 50\n</string>
<!-- Used in formatting moves and history. The total score for
one turn is substituted for %d.-->
<string name="strd_turn_score">Score for turn: %d\n</string>
<!-- text of dialog shown when the menu item board_menu_undo_last
is chosen. -->
<string name="confirm_undo_last">Are you sure you want to undo the
last committed turn? (There is no redo option.)</string>
<!--
############################################################
# :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 -->
<string name="title_prefs">Crosswords settings</string>
<!--
############################################################
# :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 -->
<string name="menu_revert_all">Restore all</string>
<!-- Text of confirmation dialog for above -->
<string name="confirm_revert_colors">Are you sure you want to
restore all color settings to their original values?</string>
<!-- Second menu item. Reverts only the colors to their
default/original values -->
<string name="menu_revert_colors">Restore colors</string>
<!-- Text of confirmation dialog for above -->
<string name="confirm_revert_all">Are you sure you want to restore
all settings to their original values?</string>
<!--
############################################################
# :Screens:
# New-game defaults subscreen of Preferences screen
############################################################
-->
<!-- title of this sub-preference -->
<string name="prefs_defaults">New game defaults</string>
<!-- clarification of the above -->
<string name="prefs_defaults_summary">Default settings for new
games</string>
<!-- sub-preference title for editing default player names.
There's only enabled now, though.-->
<string name="prefs_names">Player names</string>
<!-- clarification of the above -->
<string name="prefs_names_summary">Default player names</string>
<!-- Label for the first "player name" preference -->
<string name="pref_player1_name">First player</string>
<!-- Label for the second "player name" preference (unused)-->
<string name="pref_player2_name">Second player</string>
<!-- Label for the third "player name" preference (unused) -->
<string name="pref_player3_name">Third player</string>
<!-- Label for the fourth "player name" preference (unused)-->
<string name="pref_player4_name">Fourth player</string>
<!-- Used to indicate that a preference is not enabled, i.e. not
part of the game and that the user should ignore it. -->
<string name="tell_unused">Not used yet...</string>
<!-- sub-preference for dictionaries (soon to be called "word lists") -->
<string name="prefs_dicts">Wordlists</string>
<!-- clarification of above -->
<string name="prefs_dicts_summary">Default wordlists</string>
<!-- dictionary used by default for human players when creating
new game -->
<string name="default_dict">Wordlist for humans</string>
<!-- dictionary used by default for robot players when creating
new game -->
<string name="default_robodict">Wordlist for robots</string>
<!-- clarification on hints_allowed, whether new games will
default to having the hint feature enabled(string elsewhere
in this file) -->
<string name="hints_allowed_sum">Enable the hint feature</string>
<!-- Will new games, on default, randomly rearrange the start
order of players. -->
<string name="init_autojuggle">Juggle players</string>
<!-- clarification on above -->
<string name="init_autojuggle_sum">Randomly, for new games</string>
<!-- default new-game setting for handline phonies (words not
found in the word list) -->
<string name="default_phonies">Handle phonies</string>
<!-- default number of minutes on timer for new games -->
<string name="initial_player_minutes">Timer minutes per player</string>
<!-- preference for board size (15x15, 13x13 etc.) -->
<string name="board_size">Board size</string>
<!--
############################################################
# :Screens:
# Appearances subscreen of Preferences screen
############################################################
-->
<!-- title of this sub-preference -->
<string name="prefs_appearance">Appearance</string>
<!-- clarification of the above -->
<string name="prefs_appearance_summary">Settings controlling
appearance</string>
<!-- 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 -->
<string name="summary_field">Include in game listing</string>
<!-- Put nothing in the summary space, so it just reads "Game 2" -->
<string name="game_summary_field_empty">\u003cNothing\u003E</string>
<!-- Put the language there, so it reads "Game 2 (English)" -->
<string name="game_summary_field_language">Game language</string>
<!-- List names of opponents (summarized), e.g. "Game 2 (vs Kati)" -->
<string name="game_summary_field_opponents">Opponent name[s]</string>
<!-- List the state of the game, "Game over" or "10 moves made"
etc. -->
<string name="game_summary_field_state">Game state</string>
<!-- The main screen, by default, has a "add game" button and some
text at the top that take up space and are unnecessary for
experienced users. This checkbox hides them. -->
<string name="hide_intro">Hide main-page hint</string>
<!-- clarification of above -->
<string name="hide_intro_summary">It\'s useful only when you\'re
starting out...</string>
<!-- Checkbox that when set prevents showing a title bar in the
game board window to save space -->
<string name="hide_title">Hide titlebar</string>
<!-- clarification of above -->
<string name="hide_title_summary">Hiding the game name lets the
board be slightly larger</string>
<!-- Checkbox that when set makes taps on the board manipulate an
arrow that then directs where tiles go when tapped in the
tray. -->
<string name="show_arrow">Show board arrow</string>
<!-- clarification of above -->
<string name="show_arrow_summary">Tapped rack tiles land on this
arrow when it is visible</string>
<!-- 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.-->
<string name="keep_screenon">Keep screen on</string>
<!-- clarification of above -->
<string name="keep_screenon_summary">Keep board screen on 10 mins</string>
<!--
############################################################
# :Screens:
# Individual Colors preference subscreen (within Appearances
# subscreen)
############################################################
-->
<!-- title of this sub-preference -->
<string name="prefs_colors">Individual colors</string>
<!-- clarification of the above -->
<string name="prefs_colors_summary">Edit colors used on the board</string>
<!-- 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. -->
<!-- First of four players (color for, that is ) -->
<string name="player0">First player</string>
<!-- Second of four players (color for, that is ) -->
<string name="player1">Second player</string>
<!-- Third of four players (color for, that is ) -->
<string name="player2">Third player</string>
<!-- Fourth of four players (color for, that is ) -->
<string name="player3">Fourth player</string>
<!-- (color for) double-letter bonus squares on the board -->
<string name="bonus_l2x">Double letter</string>
<!-- (color for) triple-letter bonus squares on the board -->
<string name="bonus_l3x">Triple letter</string>
<!-- (color for) double-word squares on the board -->
<string name="bonus_w2x">Double word</string>
<!-- (color for) triple-word squares on the board -->
<string name="bonus_w3x">Triple word</string>
<!-- 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.-->
<string name="clr_crosshairs">Crosshairs color</string>
<!-- color of the tiles' background -->
<string name="tile_back">Tile background</string>
<!-- color of empty squares on the board (that are not bonus squares) -->
<string name="empty">Empty cell/background</string>
<!-- the background color of the area outside the board,
e.g. between entries in the scoreboard -->
<string name="background">Board background</string>
<!-- the color of text, e.g. "2L", shown on a bonus square on the
board -->
<string name="key_bonushint">In-square bonus hint</string>
<!--
############################################################
# :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 -->
<string name="red">Red</string>
<string name="green">Green</string>
<string name="blue">Blue</string>
<!--
############################################################
# :Screens:
# Behavior preference subscreen (within Preferences screen)
############################################################
-->
<!-- title of this sub-preference -->
<string name="prefs_behavior">Behavior</string>
<!-- clarification of the above -->
<string name="prefs_behavior_summary">Settings controlling app behavior</string>
<!-- 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. -->
<string name="explain_robot">Explain other moves</string>
<!-- explanation of the above -->
<string name="explain_robot_summary">Display score summary after
every robot or remote turn</string>
<!-- 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) -->
<string name="skip_confirm_turn">Skip confirming turn</string>
<!-- explanation of the above -->
<string name="skip_confirm_turn_summary">Do NOT display score
summary after every human turn</string>
<!-- If this preference is checked, tiles in the rack will be
re-ordered alphabetically whenever tiles are added,
i.e. after ever move.-->
<string name="title_sort_tiles">Sort new tiles</string>
<!-- explanation of the above -->
<string name="summary_sort_tiles">Sort racks whenever new tiles
are added</string>
<!-- 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. -->
<string name="ringer_zoom">Volume keys zoom</string>
<!-- explanation of the above -->
<string name="ringer_zoom_summary">Zoom board using volume keys</string>
<!-- 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. -->
<string name="peek_other">View tiles out-of-turn</string>
<!-- explanation of the above -->
<string name="peek_other_summary">Tapping on scoreboard name shows
that player\'s tiles</string>
<string name="network_behavior">Network game settings</string>
<!-- explanation of the above -->
<string name="network_behavior_summary">Settings that apply to
networked games</string>
<!--
############################################################
# :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. -->
<string name="connect_frequency">Background move check</string>
<!-- These are the possible values for the connect_frequency
setting presented as a drop-down list. -->
<string name="connect_never">Never check</string>
<string name="connect_five_mins">Every 5 minutes</string>
<string name="connect_fifteen_mins">Every 15 minutes</string>
<string name="connect_thirty_mins">Every 30 minutes</string>
<string name="connect_one_hour">Every hour</string>
<string name="connect_six_hours">Every six hours</string>
<string name="connect_daily">Once every day</string>
<!-- When one or more new moves is found, should I play a
notification sound -->
<string name="notify_sound">Play sound</string>
<!-- When one or more new moves is found, should I vibrate the
device -->
<string name="notify_vibrate">Vibrate</string>
<!-- 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.)
-->
<string name="notify_other_summary">When opponent moves arrive</string>
<!-- ############################################################
# :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 -->
<string name="newgame_local_header">New Local-only game</string>
<!-- 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$s. -->
<string name="newgame_local_descf">Create a new game where all
players will be on this device. To play against a robot and
with your default settings (in %1$s, etc.) just press \"Play
now\". To add players or change game settings, press
\"Configure first\".</string>
<!-- 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.-->
<string name="newgame_local">Play now</string>
<!-- Text of second of two buttons for new standalone games. Tap
this and you'll get taken to the "Game configure" screen -->
<string name="newgame_local_config">Configure first</string>
<!-- section separator (white-on-gray bar) for second section:
networked games -->
<string name="newgame_networked_header">New Networked game</string>
<!-- 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. -->
<string name="newgame_networked_desc">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.)</string>
<!-- 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. -->
<string name="newgame_invite">Invite now</string>
<!-- Text of second of two buttons for new networked games. Tap
this and you'll get taken to the "Game configure" screen -->
<string name="newgame_net_config">Configure first</string>
<!-- The invitation process beging with this query. The choice is
between html and plaintext formatting but I also provide some
explanation/guidance. -->
<string name="text_or_html">Send invitation using plain text or
html? Text links are harder to open but can be sent via SMS.
Most devices let you send html only via email.</string>
<!-- 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. -->
<string name="button_text">Text</string>
<string name="button_html">Html</string>
<!-- This is the subject line of the email/text sent to invite
someone to join a game. -->
<string name="invite_subject">Let\'s play Crosswords</string>
<!-- This is the body of the html version of the invitation. A URL
is created with parameters describing the game and
substituted for "%1$s". (The funky \u003c and friends are
encodings for the greater-than and less-than symbols which
are not legal in xml strings.)-->
<string name="invite_htmf">\u003ca href=\"%1$s\"\u003ETap here to
accept\u003c/a\u003E my invitation and join this
game.\u003cbr\u003E \u003ca
href=\"http://eehouse.org/market_redir.php\"\u003E
Tap here to install Crosswords\u003c/a\u003E if you haven\'t
already.</string>
<!-- This is the body of the text version of the invitation. A URL
is created with parameters describing the game and
substituted for "%1$s".-->
<string name="invite_txtf">Accept my invitation and join this
game: %1$s . (But install Crosswords first:
http://eehouse.org/market_redir.php ).</string>
<!-- 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. -->
<string name="invite_chooser">Send invitation via</string>
<!-- Text of dialog asking user to confirm a move that exchanges
tiles (instead of forming a new word to earn points) -->
<string name="query_tradef">Are you sure you want to exchange the
selected tiles (%s)?</string>
<!-- ############################################################
# :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. -->
<string name="chat_titlef">%s message history</string>
<!-- Prefix for local messages -->
<string name="chat_local_id">Me: </string>
<!-- Prefix for remote messages -->
<string name="chat_other_id">Not me: </string>
<!-- Text on the button that causes the contents of the
message-composition field to be sent. -->
<string name="chat_send">Send</string>
<!--
############################################################
# :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. -->
<string name="chat_menu_clear">Clear history</string>
<!-- ############################################################
# :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. -->
<string name="relay_game_explainf">To start a basic networked two-player
game in %s:</string>
<!-- These four strings are displayed as step-by-step
instructions-->
<string name="explain_b1">• Agree on a room name with the other
player.</string>
<string name="explain_b2">• Enter the room name in the first box
below. The room names on your two phones must be
identical.</string>
<string name="explain_b3">• Optionally, enter player names in the
second box (one per phone)</string>
<string name="explain_b4">• Press the \"Play game\" button on both
phones to start the game.</string>
<!-- This is the "hint" printed in light text in the empty player
name field -->
<string name="local_name_hint">Player name</string>
<!-- This button takes you to the normal Game Configure screen -->
<string name="advanced_config">Advanced game settings</string>
<!-- If you click on the Play button without having entered a room
name you get an alert with this error message. -->
<string name="no_empty_rooms">This game cannot connect without a
room name.</string>
<!--
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. -->
<string name="str_tiles_not_in_line">All tiles played must be in a
line.</string>
<!-- 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. -->
<string name="str_no_empties_in_turn">Empty squares cannot
separate tiles played.</string>
<!-- 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. -->
<string name="str_two_tiles_first_move">Must play two or more
pieces on the first move.</string>
<!-- 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.) -->
<string name="str_tiles_must_contact">New pieces must contact
others already in place (or the middle square on the first
move)</string>
<!-- Displyed when you try to commit a move and it's not your
turn. -->
<string name="str_not_your_turn">You can\'t do that; it\'s not
your turn!</string>
<!-- 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.)-->
<string name="str_no_peek_robot_tiles">No peeking at the robot\'s
tiles!</string>
<!-- Same as above, but used when you try to show tiles belonging
to a player on another device (a remote player.) -->
<string name="str_no_peek_remote_tiles">No peeking at remote
players\' tiles!</string>
<!-- 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. -->
<string name="str_too_few_tiles_left_to_trade">Too few tiles left
to exchange.</string>
<!-- 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.] -->
<string name="str_cant_undo_tileassign">Tile assignment can\'t be
undone.</string>
<!-- 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.-->
<string name="str_cant_hint_while_disabled">The hint feature is
disabled for this game. Enable it for a new game using the
Settings dialog.</string>
<!-- 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. -->
<string name="str_reg_unexpected_user">Refused attempt to register
unexpected user[s]</string>
<!-- 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. -->
<string name="str_server_dict_wins">Conflict between Host and
Guest wordlists; Host wins.</string>
<string name="downloading_dictf">Downloading Crosswords
wordlist %s...</string>
<!--
############################################################
# :Dialogs:
# Missing wordlist alert
#
# This alert is displayed when you try to open a game whose
# wordlist cannot be found.
############################################################
-->
<!-- title of alert -->
<string name="no_dict_title">Wordlist not found</string>
<!-- If the wordlist disappears mid-game there are no choices,
just an explanation and this button, after which the game
closes. -->
<string name="no_dict_finish">A wordlist this game is using has
disappeared. (Usually this means it\'s on an external card that
is no longer available.)</string>
<!-- The only button available when the above message is displayed -->
<string name="button_close_game">Close game</string>
<!-- 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$ -->
<string name="no_dictf">Unable to open game \"%1$s\" because no
%2$s wordlist found. (It may have been deleted, or stored on
an external card that is no longer available.)</string>
<!-- 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. -->
<string name="no_dict_substf">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.) You can
download a replacement or substitute another %3$s
wordlist.</string>
<!-- Text of button displayed when downloading is an option -->
<string name="button_download">Download</string>
<!-- Text of button allowing user to choose to open with a
different (but same-language wordlist) -->
<string name="button_substdict">Substitute</string>
<!-- 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. -->
<string name="subst_dict_title">Substitute wordlist (wordcount)</string>
<!--
############################################################
# :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 -->
<string name="msg_ask_password">Password for \"%s\":</string>
<!-- used to create default names of games (when user has not
named them.) -->
<string name="gamef">Game %d</string>
<!-- used to create default player names. Number between 1 and 4
is substituted -->
<string name="playerf">Player %d</string>
<!-- 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. -->
<string name="notify_title">Moves made</string>
<string name="notify_body">New game moves have arrived</string>
<!--
############################################################
# Dialogs
############################################################
-->
<!-- Text for buttons at the bottom of dialogs. These first are
in many places.-->
<string name="button_ok">OK</string>
<string name="button_cancel">Cancel</string>
<string name="button_yes">Yes</string>
<string name="button_no">No</string>
<!-- Used in Game config dialog to confirm saving changes that reset a game -->
<string name="button_save">Save</string>
<!-- 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. -->
<string name="button_discard">Discard</string>
<!-- 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.) -->
<string name="button_retry">Retry</string>
<!-- 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. -->
<string name="dup_game_queryf">You already have a game that seems
to have been created from the same invitation. Are you sure you
want to open another?</string>
<!-- Title of generic dialog used to display information -->
<string name="info_title">FYI...</string>
<!-- title of dialog allowing user to pick tiles "face up". (This
feature is not yet supported on Android.) -->
<string name="title_tile_picker">Letter for blank</string>
<!-- 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. -->
<string name="tiles_left_title">Remaining tiles</string>
<!-- 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. -->
<string name="counts_values_title">Tile Counts and Values</string>
<!-- 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. -->
<string name="history_title">Game History</string>
<!-- 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.)
-->
<string name="finalscores_title">Final scores</string>
<!-- text of confirmation dialog shown when user chooses the menu
item with text board_menu_game_final and the game is not over
-->
<string name="ids_endnow">Are you sure you want to end the game now?</string>
<!-- Title for generic dialog asking a question, usually in the
middle of a game, like "do you want to commit this move?"-->
<string name="query_title">A question...</string>
<!--
###########################################################
# :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-->
<string name="newbie_title">New user info</string>
<!-- Text for button in new-user-info dialog with title just
above. -->
<string name="button_notagain">Do not show again</string>
<!-- 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 -->
<string name="not_again_sync">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.)</string>
<!-- Shown when the user chooses the "board_menu_trade" menu -->
<string name="not_again_trading">You are entering tile-exchange
mode. Tap tiles to add/remove them from the set to be
exchanged. Use the buttons to commit your turn or exit exchange
mode.</string>
<!-- Currently not used -->
<!-- <string name="not_again_newgame">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.</string> -->
<!-- Shown when you tap the Previous Hint button on the toolbar of
the main Board screen -->
<string name="not_again_hintprev">This button shows all possible
moves in ascending order (using tiles to the right of the rack
divider.)</string>
<!-- Shown when you tap the next hint button on the toolbar of the
main Board screen -->
<string name="not_again_hintnext">This button shows all possible
moves in descending order (using tiles to the right of the rack
divider.)</string>
<!-- Shown when you tap the juggle button on the toolbar of the
main Board screen -->
<string name="not_again_juggle">This button randomly rearranges
tiles in the rack.</string>
<!-- Shown when you tap the flip button on the toolbar of the main
Board screen -->
<string name="not_again_flip">This button flips the board across a
diagonal axis.</string>
<!-- Shown when you tap the zoom (+/-) button on the toolbar of
the main Board screen -->
<string name="not_again_zoom">This button toggles the board
between zoomed and regular size. Drag it when it is zoomed to
see parts that are hidden.</string>
<!-- Shown when you tap the undo/redo button on the toolbar of the
main Board screen -->
<string name="not_again_undo">This button undos or redoes the
current turn.</string>
<!-- Shown when you tap the chat button on the toolbar of the
main Board screen -->
<string name="not_again_chat">This button opens the screen for
messaging between devices in this game. Messages will be kept
until you delete the game that contains them.</string>
<!-- 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. -->
<string name="not_again_done">Tapping the \"pts\" counter that
appears at the right end of the rack is the easiest way to
commit a move.</string>
<!-- Shown in the Game configure screen when the game_locked
checkbox is checked and you uncheck it. -->
<string name="not_again_unlock">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.</string>
<!-- This is shown in the Board screen when you successfully
connecting a game to the relay and are the first device in
the game to do so. -->
<string name="not_again_conndfirst">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.</string>
<!-- 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. -->
<string name="not_again_conndmid">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.</string>
<!-- 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. -->
<string name="not_again_conndall">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.</string>
<!-- This is not currently shown -->
<!-- <string name="not_again_dicts">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.</string> -->
<!-- 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. -->
<string name="not_again_arrow">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.</string>
<!-- 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. -->
<string name="not_again_turnchanged">The player whose turn it is
is drawn large in the scoreboard. Hold your finger on a name in
the scoreboard to get details about that player\'s most recent
move.</string>
<!-- Shown when you first pick the list_item_new_from menuitem -->
<string name="not_again_newfrom">Create a new ready-to-play game
using all the settings from this one. That is, treat this game
as a template.</string>
<!--
###########################################################
# :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 -->
<string name="default_name_title">Welcome</string>
<!-- Welcome dialog text -->
<string name="default_name_message">Thanks for installing
Crosswords! Feel 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.)</string>
<!--
###########################################################
# :Dialogs:
# About dialog
#
# Dialog giving copyright and other basic info about # the app
###########################################################
-->
<!-- String giving version info, which is substituted in. -->
<string name="about_versf">Crosswords for Android, Version %1$s,
rev %2$s.</string>
<!-- copyright info -->
<string name="about_copyright">Copyright (C) 1998-2011 by Eric
House. This free/open source software is released under the GNU Public
License.</string>
<!-- Another paragraph in the about dialog -->
<string name="about_web">For a manual or sourcecode see:
http://xwords.sf.net. To report bugs, suggest features, offer to
help, etc., please email: eehouse@eehouse.org.</string>
<!-- Empty in English, this should contain the name of the
translator/creator of the strings.xml file for this
language-->
<string name="xlator"></string>
<!-- Another paragraph giving credit for work done other than by
Eric House and translators -->
<string name="about_credits">Toolbar icons by Sarah Chu; other
credits pending permission.</string>
<!-- text of dialog showing the set of changes made since the last
release -->
<string name="changes_title">Recent changes</string>
<!-- text of button in About Crosswords dialog summoning above
dialog -->
<string name="changes_button">Recent changes</string>
<!-- New strings that need to be documented and found a home
above. -->
<string name="button_lookup">Look up words</string>
<string name="button_lookupf">Look up %s</string>
<string name="title_lookup">Tap to look up</string>
<string name="button_done">Done</string>
<string name="button_donef">Done with %s</string>
<string name="site_spinner_label">Pick a site</string>
<string name="site_spinner_prompt">Pick a site</string>
<string name="word_list_label">Tap word to search</string>
<string name="pick_url_titlef">Look up %s at</string>
<string name="board_menu_pass">Pass</string>
<string name="not_again_lookup">This button lets you look up the
words just played online. (Note that not all languages are
supported yet.)</string>
<string name="button_move">Move</string>
</resources>