* Move samsung raw data to assets * Add more assets and fix bugs * Clean up code * Implement all raw data as assets * Remove input data from old test files * Better signal names * Better file opening logic * Implement loading parsed data from files * Move most of RC5 tests into assets * Add more test cases * Add more test cases * Eliminate RUN_DECODER macro * Better code structure * Implement run_encoder function * More encoder tests * Move all encoder tests to assets * Move all test data to assets * Normalise function names * Rename code files * Uncomment other tests * Swich test order to avoid weird memory leaks * UnitTests: cleanup output and redirect it into stdout * UnitTests: selectable tests and better reporting 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
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 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 for compiled assets.dolphin- Dolphin game assets sources. Goes tocompiledandresourcesfolders.icons- Icons sources. Goes tocompiledfolder.protobuf- Protobuf sources. Goes tocompiledfolder.resources- Assets that is going to be provisioned to SD card.slideshow- One-time slideshows for desktop