flipperzero-firmware/assets
Skorpionm c79fb61909
SubGhz: add protocol PowerSmart / SolarSmart Roller Shutters (#1335)
* SubGhz: add protocol Power Smart
* SubGhz: parsing protocol Power Smart
* SubGhz: add parsing cannel
* SubGhz: add unit test
* SubGhz: update files unit test_random_raw

Co-authored-by: あく <alleteam@gmail.com>
2022-06-23 00:18:52 +09:00
..
compiled [FL-2491] File browser GUI module (#1237) 2022-05-27 14:19:21 +03:00
dolphin
icons [FL-2491] File browser GUI module (#1237) 2022-05-27 14:19:21 +03:00
protobuf@ffa62429f3 [FL-2527] Updater: Migrating to new manifest path convention (#1213) 2022-05-11 12:45:01 +03:00
resources Fix typos in macOS Bad USB demo (#1316) 2022-06-14 09:57:14 +09:00
slideshow/update_default [FL-2556] Update complete screen (#1332) 2022-06-21 23:11:34 +09:00
unit_tests/subghz SubGhz: add protocol PowerSmart / SolarSmart Roller Shutters (#1335) 2022-06-23 00:18:52 +09:00
.gitignore [FL-2269] Core2 OTA (#1144) 2022-04-27 18:53:48 +03:00
assets.mk
copro.mk [FL-2580] FuriHal: add more supported radio stacks (#1301) 2022-06-09 18:07:42 +09:00
Makefile [FL-2269] Core2 OTA (#1144) 2022-04-27 18:53:48 +03:00
ReadMe.md Assets: update compile steps for docker-compose (#1181) 2022-04-28 21:48:22 +03:00
splash.mk [FL-2556] Update complete screen (#1332) 2022-06-21 23:11:34 +09:00

Requirements

  • Python3
  • ImageMagic
  • Make

Compiling

make all

Compiling with Docker-Compose

docker-compose exec dev make -C assets clean
docker-compose exec dev make -C assets 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.