flipperzero-firmware/assets
Michael Marcucci 6b3625f46b
Bluetooth Remote Additions (#1330)
* Update the HID Keycodes to pull from the library
* Composite BLE Report Map, add consumer & mouse HID
* Add Mouse & keyboard bt remote, fixed media remote
* BT Keyboard remove long press shift
* Fix usb hid modifier keys
* Fixed misaligned bad usb keys
* Fix keyboard app keys
* Partial fix for bt app and linux
* Update to work across platforms
* Fix for report ids
* BtHidApp: move variable from bss to model, cleanup naming.
* FuriHal: add const to immutable data declaration

Co-authored-by: あく <alleteam@gmail.com>
2022-07-08 21:36:34 +09:00
..
dolphin
icons Bluetooth Remote Additions (#1330) 2022-07-08 21:36:34 +09:00
protobuf@d9e343661d Add GPIO control through RPC (#1282) 2022-07-05 00:32:06 +09:00
resources Fix typos in macOS Bad USB demo (#1316) 2022-06-14 09:57:14 +09:00
slideshow/update_default [FL-2556] Update complete screen (#1332) 2022-06-21 23:11:34 +09:00
unit_tests NFC emulation software tunning (#1341) 2022-07-03 23:51:50 +09:00
.gitignore
ReadMe.md [FL-2052] New build system based on scons (#1269) 2022-06-26 21:00:03 +09:00
SConscript fbt: fixes (#1352) 2022-07-01 01:06:12 +09:00

Requirements

  • Python3
  • Python3 packages: Pillow & heatshrink2

Compiling

./fbt icons proto dolphin_internal dolphin_blocking dolphin_ext resources

Compiling with Docker-Compose

docker-compose exec dev ./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 for compiled assets.
  • dolphin - Dolphin game assets sources. Goes to compiled and resources folders.
  • icons - Icons sources. Goes to compiled folder.
  • protobuf - Protobuf sources. Goes to compiled folder.
  • resources - Assets that is going to be provisioned to SD card.
  • slideshow - One-time slideshows for desktop