flipperzero-firmware/assets
Skorpionm 67fbefbe63
SubGhz: Сreating and delivering Security+ 2.0 (#1273)
* SubGhz: Security+ 2.0 "Add manually" option
* SubGhz: fix message error
* Unit_test: add Security+ 2.0 encoder
* Applications: remove obsolete code
* SubGhz: save menu position in "Add Manually" menu

Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
2022-05-27 15:19:20 +03:00
..
compiled [FL-2491] File browser GUI module (#1237) 2022-05-27 14:19:21 +03:00
dolphin Assets: update URL (#1148) 2022-04-22 17:10:33 +03:00
icons [FL-2491] File browser GUI module (#1237) 2022-05-27 14:19:21 +03:00
protobuf@ffa62429f3 [FL-2527] Updater: Migrating to new manifest path convention (#1213) 2022-05-11 12:45:01 +03:00
resources Adding FIDO U2F to aid.nfc (#1251) 2022-05-23 23:50:11 +03:00
unit_tests/subghz SubGhz: Сreating and delivering Security+ 2.0 (#1273) 2022-05-27 15:19:20 +03:00
.gitignore [FL-2269] Core2 OTA (#1144) 2022-04-27 18:53:48 +03:00
assets.mk [FL-2481] Renamed assets->resources; enforcing Manifest build if it does not exist (#1135) 2022-04-19 22:02:37 +03:00
copro.mk [FL-2269] Core2 OTA (#1144) 2022-04-27 18:53:48 +03:00
Makefile [FL-2269] Core2 OTA (#1144) 2022-04-27 18:53:48 +03:00
ReadMe.md Assets: update compile steps for docker-compose (#1181) 2022-04-28 21:48:22 +03:00

Requirements

  • Python3
  • ImageMagic
  • Make

Compiling

make all

Compiling with Docker-Compose

docker-compose exec dev make -C assets clean
docker-compose exec dev make -C assets all

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.