flipperzero-firmware/assets
Skorpionm e7c3da1da9
[FL-2658, FL-2657] SubGhz: add new protocol (IronLogic, Comunello, Sommer(fsk476), Normstahl, KEY, EcoStar, Gibidi, Mutancode) (#1404)
* Subghz: fix cli  no load keeloq_mfcodes_user
* SubGhz: add new protocol (IronLogic, Comunello, Sommer(fsk476), Normstahl, KEY, EcoStar, Gibidi, Mutancode)
* SubGhz: fix syntax
* SubGhz: fix error build

Co-authored-by: あく <alleteam@gmail.com>
2022-07-17 18:45:21 +09:00
..
dolphin
icons [FL-1962, FL-2464, FL-2465, FL-2466, FL-2560, FL-2637, FL-2595] Ibutton, Infrared, LfRFID GUI fixes (#1392) 2022-07-17 16:41:16 +09:00
protobuf@d9e343661d Add GPIO control through RPC (#1282) 2022-07-05 00:32:06 +09:00
resources [FL-2658, FL-2657] SubGhz: add new protocol (IronLogic, Comunello, Sommer(fsk476), Normstahl, KEY, EcoStar, Gibidi, Mutancode) (#1404) 2022-07-17 18:45:21 +09:00
slideshow/update_default [FL-2556] Update complete screen (#1332) 2022-06-21 23:11:34 +09:00
unit_tests [FL-2601] Move Infrared unit test data to assets (#1396) 2022-07-17 18:21:56 +09:00
.gitignore
ReadMe.md [FL-2052] New build system based on scons (#1269) 2022-06-26 21:00:03 +09:00
SConscript fbt: fixes (#1352) 2022-07-01 01:06:12 +09:00

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 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.
  • slideshow - One-time slideshows for desktop