777a4d109d
* Threads: application id * Unit tests: appsdata getter test * Unit tests: moar test cases for appsdata getter * Unit tests: remove folders after test * Storage: dir_is_exist, migrate, + unit_tests * Plugins: migration * Storage: common_exists, moar unit_tests 4 "common_migrate", "common_migrate" and "common_merge" bugfixes * Storage: use FuriString for path handling * Storage API: send caller thread id with path * Storage: remove StorageType field in storage file list * Storage: simplify processing * Storage API: send caller thread id with path everywhere * Storage: /app alias, unit tests and path creation * Storage, path helper: remove unused * Examples: app data example * App plugins: use new VFS path * Storage: file_info_is_dir * Services: handle alias if the service accepts a path. * App plugins: fixes * Make PVS happy * Storage: fix storage_merge_recursive * Storage: rename process_aliases to resolve_path. Rename APPS_DATA to APP_DATA. * Apps: use predefined macro instead of raw paths. Example Apps Data: README fixes. * Storage: rename storage_common_resolve_path to storage_common_resolve_path_and_ensure_app_directory * Api: fix version * Storage: rename alias message * Storage: do not create app folders in path resolving process in certain cases. --------- Co-authored-by: Astra <93453568+Astrrra@users.noreply.github.com> Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com> |
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.. | ||
dolphin | ||
icons | ||
protobuf@6460660237 | ||
resources | ||
slideshow | ||
unit_tests | ||
.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 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 made for compiled assets, after building project, inbuild
directory.dolphin
- Dolphin game assets sources. Goes tocompiled
andresources
folders inbuild
directory.icons
- Icons sources. Goes tocompiled
folder inbuild
directory.protobuf
- Protobuf sources. Goes tocompiled
folder inbuild
directory.resources
- Assets that is going to be provisioned to SD card.slideshow
- One-time slideshows for desktopunit_tests
- Some pre-defined signals for testing purposes.