flipperzero-firmware/assets
hedger 0adad32418
fbt fixes pt4 (#1899)
* fbt: fixed py scripts for gdb
* fbt: removed compiled dolphin assets from tracked files; resolved cached dependency issues by globally disabling deps cache; changed dependency tracking for dolphin assets
* fbt: fix for "resources" node lookup
* toolchain: bump to v.16 with scons + x64 win binaries
* fbt: using scons from toolchain
* vscode: fixed paths for 64-bit Windows toolchain
* fbt: added colors!
* fbt: moved import validator to ansi lib coloring
* fbt: moved COMSTR vars to tools
* fbt: custom action for fap dist
* fbt: added OPENOCD_ADAPTER_SERIAL configuration var for openocd operations
* fbt: added get_stlink target
* docs: details on libs for faps
* vscode: added DAP config for using Flipper as a debugger for a 2nd Flipper
* fbt: blind deps fix for sdk_origin
* fbt: sdk: moved deployment actions to pure python
* Github: disable disableLicenseExpirationCheck option for pvs

Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
2022-10-26 07:15:02 +09:00
..
dolphin
icons
protobuf@6727eaf287
resources fbt fixes pt4 (#1899) 2022-10-26 07:15:02 +09:00
slideshow
unit_tests
.gitignore fbt fixes pt4 (#1899) 2022-10-26 07:15:02 +09:00
ReadMe.md
SConscript fbt fixes pt4 (#1899) 2022-10-26 07:15:02 +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.