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https://github.com/DarkFlippers/unleashed-firmware.git
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aa2ecbe80f
* infrared: add Kaseikyo IR protocol Add Kaseikyo IR protocol support. This protocol is also called the Panasonic protocol and is used by a number of manufacturers including Denon. The protocol includes a vendor field and a number of fields that are vendor specific. To support the format of address+command used by flipper the vendor+genre1+genre2+id fields are encoded into the address while the data is used for the command. There are older versions of the protocol that used a reverse bit order that are not supported. Protocol information: - https://github.com/Arduino-IRremote/Arduino-IRremote/blob/master/src/ir_Kaseikyo.hpp - http://www.hifi-remote.com/johnsfine/DecodeIR.html#Kaseikyo - https://www.denon.com/-/media/files/documentmaster/denonna/avr-x3700h_avc-x3700h_ir_code_v01_04062020.doc * Format and add unit test to Kaseikyo IR codec. Co-authored-by: Georgii Surkov <37121527+gsurkov@users.noreply.github.com> |
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.. | ||
dolphin | ||
icons | ||
protobuf@e5af96e08f | ||
resources | ||
slideshow | ||
unit_tests | ||
.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
compiled
- Output folder made for compiled assets, after building project, inbuild
directory.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.resources
- Assets that is going to be provisioned to SD card.slideshow
- One-time slideshows for desktopunit_tests
- Some pre-defined signals for testing purposes.