flipperzero-firmware/assets
Skorpionm 8cc3fd579c
SubGhz: Unit_test and bugfixes (#1104)
* SubGhz: CLI add "subghz decode_raw"
* SubGhz: unit_test
* SubGhz: add Hormann_hsm_raw unit_test
* SubGhz: fix duration raw
* Unit_test: fix total test timer
* SubGHz: fix name display scher_khan
* SubGhz: fix deviation protocol kia
* SubGhz: return max name length to previous value
* FuriHal: correctly handle mute in speaker
* UnitTests: fix grammar in subghz

Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
2022-04-14 15:49:29 +03:00
..
compiled [FL-2263] Flasher service & RAM exec (#1006) 2022-04-13 23:50:25 +03:00
dolphin Add animations: box, cry, read, hack (#990) 2022-02-10 22:06:45 +03:00
icons [FL-2263] Flasher service & RAM exec (#1006) 2022-04-13 23:50:25 +03:00
protobuf@0403ae1ba7 [FL-2297, FL-2289] Power info command, Validator fixes (#1097) 2022-04-07 18:00:45 +03:00
resources [FL-1396] Mifare Classic read (#1034) 2022-03-24 01:14:34 +03:00
unit_tests/subghz SubGhz: Unit_test and bugfixes (#1104) 2022-04-14 15:49:29 +03:00
.gitignore Assets, Icons, UI toolkit. Part 1. (#202) 2020-10-26 20:00:17 +03:00
assets.mk [FL-2263] Flasher service & RAM exec (#1006) 2022-04-13 23:50:25 +03:00
Makefile [FL-2183] [FL-2209] Dolphin Deeds, Level up, assets generation, refactoring (#965) 2022-01-29 12:20:41 +03:00
ReadMe.md [FL-2188] Fix Desktop crush: stub dolphin stats (#950) 2022-01-10 22:46:20 +03:00

Requirements

  • Python3
  • ImageMagic
  • Make

Compiling

make 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.