unleashed-firmware/assets
2022-09-09 15:25:12 +03:00
..
dolphin Documentation: fixed outdated naming (#1518) 2022-08-06 00:12:13 +09:00
icons fix lfrfid gui and add icon 2022-09-08 23:33:34 +03:00
protobuf@6727eaf287 Merged latest OFW changes 2022-08-12 05:18:27 +03:00
resources disable some debug tools in releases, actually fix tv.ir 2022-09-09 15:25:12 +03:00
slideshow update readme/changelog & some fixes 2022-08-24 03:55:13 +03:00
unit_tests [FL-2787] SubGhz: add protocol Clemsa, fix decoder BETT (#1696) 2022-09-03 15:19:01 +09:00
.gitignore [FL-2269] Core2 OTA (#1144) 2022-04-27 18:53:48 +03:00
ReadMe.md Amap and PVS Studio reports in CI/CD (#1526) 2022-08-23 20:29:26 +09:00
SConscript ci: check for uncommited changes after build (#1461) 2022-08-02 22:29:16 +09:00

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 allowed
  • VARIANT - 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

  • compiled - Output folder made for compiled assets, after building project, in build directory.
  • dolphin - Dolphin game assets sources. Goes to compiled and resources folders in build directory.
  • icons - Icons sources. Goes to compiled folder in build directory.
  • protobuf - Protobuf sources. Goes to compiled folder in build directory.
  • resources - Assets that is going to be provisioned to SD card.
  • slideshow - One-time slideshows for desktop
  • unit_tests - Some pre-defined signals for testing purposes.