* 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>
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 allowedVARIANT- 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 tocompiledandresourcesfolders.icons- Icons sources. Goes tocompiledfolder.protobuf- Protobuf sources. Goes tocompiledfolder.resources- Assets that is going to be provisioned to SD card.