0261dc3075
* Update protobuf definitions * Add Property subsystem entry point function * Key-based system info and power info function stubs * Remove unneeded functions * Working power info * Working system info * Replace #defines with string literals * Remove unneeded field * Simplify system info formatting * Refactor output callback handling * Handle the last info element correctly * Optimise power info, rename methods * Add comments * Add power debug * Remove unneeded definitions * Rename some files and functions * Update protobuf definitions * Implement App GetError and DataExchange APIs * Send GetErrorReply with correct command_id * Add RPC debug app stub * Add more scenes * Add warning, increase stack size * Add receive data exchange scene * Improve data exchange * Add notifications * Update application requirements * Bump format version for property-based infos * Correctly reset error text * RCP: sync protobuf repo to latest release tag Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com> |
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.. | ||
dolphin | ||
icons | ||
protobuf@6460660237 | ||
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.