Fixed screen dimensions.

Changed all the screen dimensions to be measured in dp and sp instead of pt. This allows for correct scalability.
Added dimensions to dimens.xml.
Added a few low dpi images (just non-scaled-up versions of the original pixel art images). Will add the rest later.
Changed the default mood to Content for testing purposes (it's the longest mood text and I wanted to make sure it didn't run into the progress bar).
Landscape layout

landscape layout has been added, with an additional dimension added for
the spacing of the right two attributes, this way we can change it
easier.
To-do: look into possibly grouping the two attributes on either side
into different relative layouts
Made landscape mode more scalable.

Made components in the layout all aligned relatively so that everything should scale properly no matter what screen size or dpi the user has.
Custom progressbar styles implemented.

Implemented the custom style for progressbars.
Changed the naming schemes for some UI components and strings to be a little simpler.
Slowed down hunger and thirst meters
The hunger meter will now take 6 days to go from 100 to 0
The thirst meter will take 3 days
Added variable for hardcore mode and function to toggle it.
Need to add a button on the settings menu that toggles it and updates
the depletion rate
Fixed rounding error
Progress bars were rounding down instead of up (were never at 100% for
more than a second, and were at 0% at least 14 minutes too soon)
Initial saving of data and settings activity implemented

Implemented some framework for basic saving functionality. Currently, if you haven't set the sex of the cat, it will ask you to set it and it will be saved until you clear the data for the cat.
Added a rudimentary, but somewhat functional settings screen. Cat data can be cleared from the settings screen.
Reorganized/renamed a bunch of stuff.
Removed some unneeded things.
Tried to clean up some of the code.
Implemented SharedPreferences for persistent data

Implemented SharedPreferences so that we can have persistent data to store things like settings, cat data, player data, and anything that we want to be persistent across app launches.
Added a setup wizard to ask you what you want to name your cat and what you want the sex of the cat to be if it detects that you don't already have it set up.
Updated just about everything to use the strings.xml instead of hard-coded strings. This will make things easier to change and will help if we decide to localize our app.
Fixed memory leaks.
Updated comments and removed some unnecessary things
Merge branch 'catsim' of https://github.com/Dremth/Cat-apps into catsim

Conflicts:
	Cat-apps/src/com/hogg/catapps/cat/Cat.java
	Cat-apps/src/com/hogg/catapps/ui/meter/HungerMeter.java
	Cat-apps/src/com/hogg/catapps/ui/meter/ThirstMeter.java

Changed default hunger and thirst value to be 50.
Petting Implementation and Bug Fix

First, a bug fix: in the AndroidManifest.xml file, the SettingsActivity
had the meta-data - android::value information wrong. It was trying to
look into
com.hogg.catapps.ui.MainActivity/com.hogg.catapps.ui.MainActivity, and
was making my emulator crash. I sincerely hope that it is NOT an
emulator problem, as that would mean I've changed it to be a bug.
Regardless, we should look into it further with Drew's phone.
Secondly, in regards to the petting implementation, I did not use
gestures at all, I used MotionEvents because I found the documentation
much more clear for it, and it's got a lot of flexibility.
The way petting is implemented now is thus: In MainActivity.onCreate() I
create a RelativeLayout called petLayout. This gets the ID for the
overall relativelayout in our layout(I used the same ID for the topmost
relative layouts in the layout-land and layout so that the program can
get it dynamically without any logic checking).
Once the RelativeLayout has been identified and stored, I set it's
OnTouchListener to one of my own design, PetListener.
**Something of importance to note here is that since it is simply
setting the OnTouchListener of the relative layout, it does NOT need to
be done in onResume() and then destroyed in onPause(), as once it is
instantiated it, that relative layout's OnTouchListener will not
change.**
Every time an ACTION_DOWN is caught, it is in a new motion. It stores
the X and Y values of the action and waits for the ACTION_UP. While
waiting on the ACTION_UP, if any ACTION_MOVE occurs, it is tested to see
if it is within the confines of the rectangle given by the ImageView
imageCat. The boolean true or false is then stored in a List, for
calculations later.
Once the ACTION_UP is seen, the following calculations occur:
1) If the ACTION_DOWN and ACTION_UP were both within the confines of the
rectangle, the onCatButtonClick method is called and the text Meow!
appears and the hearts go up by 5.
2) The number of times an ACTION_MOVE event is within the confines of
the ImageView imageCat is divided by the number of times an ACTION_MOVE
event occurs, effectively getting the percentage of ACTION_MOVE events
that occur "on" the "cat."
3) If this percentage is greater than or equal to the percentPet, then
it is a pet. Hearts is incremented by 10 and updated.
4) Regardless of whether or not the whole MotionEvent sequence was
classified as a pet or not, the values in all the tracking variables is
cleared for the next pet.

I also put Drew's name in contributors for the PetListener as the
onCatButtonClick method was his design.
Hopefully fixed the regex for the cat's name
Basic meter interactivity with hearts meter and items.

Added two buttons to feed and water the cat.
Doing certain things will fill up your heart meter. Filling it up will give you more food and water.
"De-implemented" some things for the sake of quickly implementing some things for the prototype. (Just commented out)
Initial simulation code.
Fixed some comments that Eclipse stupidly refactored incorrectly. (There's probably more, so if a comment doesn't quite make sense, that's probably why. Keep your eye out.)
Fixed bugs.
Code cleanup.
Semi-working simulation

I tried to push before and it totally fucked up, my program crashed and
i had to do a bunch of shit, so if this fucks up i dont even know what
to do.
Fix merge remnants
Stuff
Implemented currency. Nothing implemented to buy yet.
Added landscape money view.

Fixed bug where money wasn't initializing when the screen was rotated.
State Machine Simulation

This should, in theory, work completely.
See notes in the src\com\hogg\catapps\simulation\Simulation.java file
for more info on how to use this.
It is a self contained system and needs to be handled from the outside
manually to function correctly with other portions of the application.
Updated and fixed some simulation/state machine stuff.

Known bug: upon onResume, it seems that the simulation will pick a new state instead of resuming from the last state. Also, it might be beneficial to save the sleep time for resuming.