flipperzero-firmware/assets
Skorpionm d4d87aa6a8
[FL-2045] SubGhz: new protocol (GSN , Beninca/Allmatic, Elmes) and validator (#958)
* SubGhz: add new method of obtaining a manufactory code subghz_protocol_keeloq_common_magic_xor_type1_learning
* TextInput: checking for a lock on a file with the same name
* TextInput:  fix checking for a lock on a file with the same name
* Assets: rename and recompile
* TextInput: added picture and timer to turn off blob
* TextInput: Fix graphics
* TextInput:  fix validator
* Validators: Add validator is file
* TextInput: fix callback validator_is_file_alloc
* SubGhz: add propocol GNS (dimamic), Beninca/Alcatic,  Elmes
* SubGhz: fix function description
* Gui: correct timer routine on deallocation
* Format sources

Co-authored-by: あく <alleteam@gmail.com>
2022-01-21 16:55:09 +03:00
..
compiled [FL-2045] SubGhz: new protocol (GSN , Beninca/Allmatic, Elmes) and validator (#958) 2022-01-21 16:55:09 +03:00
dolphin/animations [FL-2150] Dolphin animation refactoring (#938) 2022-01-03 00:39:56 +03:00
icons [FL-2045] SubGhz: new protocol (GSN , Beninca/Allmatic, Elmes) and validator (#958) 2022-01-21 16:55:09 +03:00
protobuf@93b9cf3af7 Add protobuf versioning (#954) 2022-01-12 16:12:40 +03:00
resources [FL-2045] SubGhz: new protocol (GSN , Beninca/Allmatic, Elmes) and validator (#958) 2022-01-21 16:55:09 +03:00
.gitignore Assets, Icons, UI toolkit. Part 1. (#202) 2020-10-26 20:00:17 +03:00
assets.mk Add protobuf versioning (#954) 2022-01-12 16:12:40 +03:00
Makefile Add protobuf versioning (#954) 2022-01-12 16:12:40 +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.