mirror of
https://github.com/DarkFlippers/unleashed-firmware.git
synced 2024-12-24 13:52:38 +03:00
0154018363
* FBT: cdefines to env, libs order * API: strtod, modf, itoa, calloc * Apps: elk js * Apps: mjs * JS: scripts as assets * mjs: composite resolver * mjs: stack trace * ELK JS example removed * MJS thread, MJS lib modified to support script interruption * JS console UI * Module system, BadUSB bindings rework * JS notifications, simple dialog, BadUSB demo * Custom dialogs, dialog demo * MJS as system library, some dirty hacks to make it compile * Plugin-based js modules * js_uart(BadUART) module * js_uart: support for byte array arguments * Script icon and various fixes * File browser: multiple extensions filter, running js scripts from app loader * Running js scripts from archive browser * JS Runner as system app * Example scripts moved to /ext/apps/Scripts * JS bytecode listing generation * MJS builtin printf cleanup * JS examples cleanup * mbedtls version fix * Unused lib cleanup * Making PVS happy & TODOs cleanup * TODOs cleanup #2 * MJS: initial typed arrays support * JS: fix mem leak in uart destructor Co-authored-by: SG <who.just.the.doctor@gmail.com> Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com> |
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.. | ||
dolphin | ||
icons | ||
protobuf@1956b83bba | ||
slideshow | ||
.gitignore | ||
ReadMe.md | ||
SConscript |
Requirements
- Python3
- Python3 packages: Pillow & heatshrink2
Compiling
./fbt icons proto dolphin_internal dolphin_blocking dolphin_ext resources
Asset naming rules
Images and Animations
NAME_VARIANT_SIZE
NAME
- mandatory - Asset name in CamelCase. [A-Za-z0-9], special symbols not allowedVARIANT
- optional - icon variant: can relate to state or rendering conditions. Examples: active, inactive, inverted.SIZE
- mandatory - size in px. Example square 10, 20, 24, etc. Example rectangular: 10x8, 19x5, etc.
Image names will be automatically prefixed with I_
, animation names with A_
.
Icons and Animations will be gathered into icon.h
and icon.c
.
Dolphin and Games assets
Rules are same as for Images and Animations plus assets are grouped by level and level prepends NAME
.
Good starting point: https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/AssetNaming/
Important notes
Don't include assets that you are not using, compiler is not going to strip unused assets.
Structure
dolphin
- Dolphin game assets sources. Goes tocompiled
andresources
folders inbuild
directory.icons
- Icons sources. Goes tocompiled
folder inbuild
directory.protobuf
- Protobuf sources. Goes tocompiled
folder inbuild
directory.slideshow
- One-time slideshows for desktop