mirror of
https://github.com/DarkFlippers/unleashed-firmware.git
synced 2024-12-25 22:32:29 +03:00
37bd0d546a
* Updater: UI rework initial * Updater: further updates to UI, added a temporary parrot * Updater: additional checks on radio stack type before update * Second iteration of updater UI: additional handling of resource unpacking errors * updater: removed extra logging, renamed some stages * Updater: Changed "back" button icon on error screen * Archive: signed/unsigned fix * Updater: cancelling update also cancels LFS+resources processing; restored /ext/update/ folder magic to 0 * Updater: root dir fix Co-authored-by: nminaylov <nm29719@gmail.com> |
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.. | ||
compiled | ||
dolphin | ||
icons | ||
protobuf@0ad90705b9 | ||
resources | ||
unit_tests/subghz | ||
.gitignore | ||
assets.mk | ||
copro.mk | ||
Makefile | ||
ReadMe.md |
Requirements
- Python3
- ImageMagic
- Make
Compiling
make all
Compiling with Docker-Compose
docker-compose exec dev make -C assets clean
docker-compose exec dev make -C assets all
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
compiled
- Output folder for compiled assets.dolphin
- Dolphin game assets sources. Goes tocompiled
andresources
folders.icons
- Icons sources. Goes tocompiled
folder.protobuf
- Protobuf sources. Goes tocompiled
folder.resources
- Assets that is going to be provisioned to SD card.