* Rpc: reserve some bandwidth when screen streaming * Move furi_hal_compress to toolbox/comporess * Lib: heatshrink as external submodule, compile warnings fixes, better buffer management * Lib: cleanup compressor definitions * Rpc: add canvas orientation support * Format Sources
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, inbuilddirectory.dolphin- Dolphin game assets sources. Goes tocompiledandresourcesfolders inbuilddirectory.icons- Icons sources. Goes tocompiledfolder inbuilddirectory.protobuf- Protobuf sources. Goes tocompiledfolder inbuilddirectory.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.