unleashed-firmware/assets/ReadMe.md
2024-06-22 01:40:04 +03:00

35 lines
1.4 KiB
Markdown

# Firmware Assets {#firmware_assets}
## Compiling
```bash
./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
- `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.
- `slideshow` - One-time slideshows for desktop