mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-11-14 16:57:22 +00:00
1e732830ec
* ci: check for uncommited changes after build * assets: updated Manifest to match sources * ci: simplified uncommited files check * resources: Updated Manifest * fbt: always rebuild manifest Co-authored-by: あく <alleteam@gmail.com> |
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.. | ||
dolphin | ||
icons | ||
protobuf@cc5918dc48 | ||
resources | ||
slideshow | ||
unit_tests | ||
.gitignore | ||
ReadMe.md | ||
SConscript |
Requirements
- Python3
- Python3 packages: Pillow & heatshrink2
Compiling
./fbt icons proto dolphin_internal dolphin_blocking dolphin_ext resources
Compiling with Docker-Compose
docker-compose exec dev ./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 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 tocompiled
andresources
folders.icons
- Icons sources. Goes tocompiled
folder.protobuf
- Protobuf sources. Goes tocompiled
folder.resources
- Assets that is going to be provisioned to SD card.slideshow
- One-time slideshows for desktop