flipperzero-firmware/assets
Anna Prosvetova 51d478489a
Infrared: Add Olimpia Splendid AC (#2038)
Co-authored-by: あく <alleteam@gmail.com>
2022-11-23 22:43:48 +09:00
..
dolphin Fix typos in various outputs (#2032) 2022-11-23 22:15:08 +09:00
icons
protobuf@e5af96e08f
resources Infrared: Add Olimpia Splendid AC (#2038) 2022-11-23 22:43:48 +09:00
slideshow
unit_tests [FL-2976] SubGhz: add protocol "Ansonic" (#2000) 2022-11-23 18:29:30 +09:00
.gitignore
ReadMe.md
SConscript

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.