Max Andreev a7a9c38036 Amap and PVS Studio reports in CI/CD (#1526) 3 anni fa
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dolphin 55b4ff8e0c Documentation: fixed outdated naming (#1518) 3 anni fa
icons 9317ded1a9 [FL-2749] New power off screen #1637 3 anni fa
protobuf @ 6727eaf287 fae392d84e [FL-2677] SubGhz: region provisioning (#1574) 3 anni fa
resources 79d9731ea5 fix: typo badusb demo windows (#1579) 3 anni fa
slideshow 3fa5e18c5a [FL-2692, FL-2604, FL-2632] New first start sequence (#1456) 3 anni fa
unit_tests 57328761cf [FL-2757] SubGhz: add protocol Magellen (#1633) 3 anni fa
.gitignore 7ce305fca3 [FL-2269] Core2 OTA (#1144) 3 anni fa
ReadMe.md a7a9c38036 Amap and PVS Studio reports in CI/CD (#1526) 3 anni fa
SConscript 1e732830ec ci: check for uncommited changes after build (#1461) 3 anni fa

ReadMe.md

Requirements

  • Python3
  • Python3 packages: Pillow & heatshrink2

Compiling

./fbt icons proto dolphin_internal dolphin_blocking dolphin_ext resources

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 made for compiled assets, after building project, in build directory.
  • dolphin - Dolphin game assets sources. Goes to compiled and resources folders in build directory.
  • icons - Icons sources. Goes to compiled folder in build directory.
  • protobuf - Protobuf sources. Goes to compiled folder in build directory.
  • resources - Assets that is going to be provisioned to SD card.
  • slideshow - One-time slideshows for desktop
  • unit_tests - Some pre-defined signals for testing purposes.