flipperzero-firmware/assets
2022-03-03 16:30:53 +03:00
..
compiled [FL-2279] IR doxygen, rename irda -> infrared (#1010) 2022-02-25 18:22:58 +03:00
dolphin Add animations: box, cry, read, hack (#990) 2022-02-10 22:06:45 +03:00
icons [FL-2279] IR doxygen, rename irda -> infrared (#1010) 2022-02-25 18:22:58 +03:00
protobuf@93b9cf3af7 Add protobuf versioning (#954) 2022-01-12 16:12:40 +03:00
resources SubGhz assets: niceflor is now in the correct state (#1011) 2022-03-03 16:30:53 +03:00
.gitignore
assets.mk [FL-2183] [FL-2209] Dolphin Deeds, Level up, assets generation, refactoring (#965) 2022-01-29 12:20:41 +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

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.