flipperzero-firmware/assets/ReadMe.md
あく 665f6d7d9c
Assets, Icons, UI toolkit. Part 1. (#202)
* Assets: import from gdrive
* Assets: fully working build pipeline and registry
* NFC: menu icon
* Gui: layers. Irukagotchi: base app to handle input on idle screen. Makefile: reboot after flash in dfu mode.
* ValueMutex: with lambda
* Assets: proper animation frames sorting
* ValueMutex: proper furi_open usage
* Assets,GUI: split icon into icon data and icon state.
* Format source code
* Docker: add python3 and imagemagic
* Irukagotchi: cleanup
* GUI: event lock moved to gui.
* Rfid: proper gui layer
* GUI: elements. Menu: frame and scroll
* GUI, Menu: format code.
* Menu: dual font main menu
* Menu: format sources
* GUI: 0 total scrollbar
* CI: enable lfs
* Menu: pixel perfect main menu

Co-authored-by: Aleksandr Kutuzov <aku@plooks.com>
Co-authored-by: aanper <mail@s3f.ru>
2020-10-26 20:00:17 +03:00

654 B

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 squere 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.

Important notes

Don't include assets that you are not using, compiller is not going to strip unusued assets.