* faploader: more subsystem headers in API table; not counting header entries for SDK version change * subghz: removed dead function * Adjusted API version * hal: removed furi_hal_power_get_system_voltage * lib: mbedtls: additional flags for .fap linkage * fbt: rebuilding assets when git commit id changes * fbt: removed assets rebuild on git commit id change; added explicit dependency for SDK source on compiled assets parts; removed unneeded sdk regeneration runs * fbt: changed stock plugins to EXTERNAL apps; restored building app as a PLUGIN as a part of main fw as well as a .fap; readme fixes * fbt: restored certain apps to PLUGIN type * fbt: app manifests: renamed version->fap_version, added extra fields * fbt: fixed version processing after rename Co-authored-by: あく <alleteam@gmail.com>
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.