flipperzero-firmware/assets
hedger 57312961e8
[FL-2481] Renamed assets->resources; enforcing Manifest build if it does not exist (#1135)
* Renamed assets->resources; enforcing Manifest build if it does not exist
* Rebuild resources from CI
* Added Manifest to repo - be sure to rebuild it with `make -C assets` before committing changes!
* Actually added Manifest.
* Keeping Manifest on assets clean
* Spelling fix in Makefile
2022-04-19 22:02:37 +03:00
..
compiled Build system improvements and bug fixes (#1129) 2022-04-19 02:09:11 +03:00
dolphin Assets: update dolphin animation (#1117) 2022-04-14 19:53:46 +03:00
icons
protobuf@0ad90705b9 [FL-2468] Reboot to update with RPC (#1122) 2022-04-15 19:47:57 +03:00
resources [FL-2481] Renamed assets->resources; enforcing Manifest build if it does not exist (#1135) 2022-04-19 22:02:37 +03:00
unit_tests/subghz SubGhz: Unit_test and bugfixes (#1104) 2022-04-14 15:49:29 +03:00
.gitignore [FL-2481] Renamed assets->resources; enforcing Manifest build if it does not exist (#1135) 2022-04-19 22:02:37 +03:00
assets.mk [FL-2481] Renamed assets->resources; enforcing Manifest build if it does not exist (#1135) 2022-04-19 22:02:37 +03:00
Makefile [FL-2481] Renamed assets->resources; enforcing Manifest build if it does not exist (#1135) 2022-04-19 22:02:37 +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.