42 lines
1.6 KiB
Markdown
42 lines
1.6 KiB
Markdown
# Requirements
|
|
|
|
- Python3
|
|
- Python3 packages: Pillow & heatshrink2
|
|
|
|
# Compiling
|
|
|
|
```bash
|
|
./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.
|