Skorpionm c79fb61909 SubGhz: add protocol PowerSmart / SolarSmart Roller Shutters (#1335) %!s(int64=3) %!d(string=hai) anos
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compiled 79920a3522 [FL-2491] File browser GUI module (#1237) %!s(int64=3) %!d(string=hai) anos
dolphin 7ed5b9053a Assets: update URL (#1148) %!s(int64=3) %!d(string=hai) anos
icons 79920a3522 [FL-2491] File browser GUI module (#1237) %!s(int64=3) %!d(string=hai) anos
protobuf @ ffa62429f3 597ee5b939 [FL-2527] Updater: Migrating to new manifest path convention (#1213) %!s(int64=3) %!d(string=hai) anos
resources fb8c8ae21c Fix typos in macOS Bad USB demo (#1316) %!s(int64=3) %!d(string=hai) anos
slideshow eb31fed0e2 [FL-2556] Update complete screen (#1332) %!s(int64=3) %!d(string=hai) anos
unit_tests c79fb61909 SubGhz: add protocol PowerSmart / SolarSmart Roller Shutters (#1335) %!s(int64=3) %!d(string=hai) anos
.gitignore 7ce305fca3 [FL-2269] Core2 OTA (#1144) %!s(int64=3) %!d(string=hai) anos
Makefile 7ce305fca3 [FL-2269] Core2 OTA (#1144) %!s(int64=3) %!d(string=hai) anos
ReadMe.md 76221021ec Assets: update compile steps for docker-compose (#1181) %!s(int64=3) %!d(string=hai) anos
assets.mk 57312961e8 [FL-2481] Renamed assets->resources; enforcing Manifest build if it does not exist (#1135) %!s(int64=3) %!d(string=hai) anos
copro.mk 936a2f64b2 [FL-2580] FuriHal: add more supported radio stacks (#1301) %!s(int64=3) %!d(string=hai) anos
splash.mk eb31fed0e2 [FL-2556] Update complete screen (#1332) %!s(int64=3) %!d(string=hai) anos

ReadMe.md

Requirements

  • Python3
  • ImageMagic
  • Make

Compiling

make all

Compiling with Docker-Compose

docker-compose exec dev make -C assets clean
docker-compose exec dev make -C assets 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.