unleashed-firmware/assets
Georgii Surkov 6836a7b7c5
[FL-3764] Expansion module service improvements (#3429)
* Separate expansion control and worker threads
* Add edge case checks
* Reduce expansion control thread stack size, add comments
* Fix crash when disabling expansion modules
* Show a different RPC icon for expansion modules
* Restore expansion interrupt on changing logging settings
* Improve responsiveness in heavy games at the expense of dropped frames
* Improve furi_hal_serial API
* Fix a typo
* Remove too optimistic furi_check, replace with condition
* Fix premature RX interrupt during serial configuration
* Disable expansion interrupt if the handle was acquired
* Do not use a timer callback

Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
2024-02-12 09:16:34 +07:00
..
dolphin [FL-3682] Add the secret door animation (#3233) 2023-11-30 18:51:38 +09:00
icons [FL-3764] Expansion module service improvements (#3429) 2024-02-12 09:16:34 +07:00
protobuf@1956b83bba [FL-3727] RPC: reverse input (#3304) 2023-12-26 14:09:10 +09:00
slideshow Fixed first start animation typo (#2384) 2023-02-17 17:17:57 +09:00
.gitignore [FL-3629] fbt: reworked assets & resources handling (#3160) 2023-10-31 00:17:30 +09:00
ReadMe.md [FL-3629] fbt: reworked assets & resources handling (#3160) 2023-10-31 00:17:30 +09:00
SConscript [FL-3629] fbt: reworked assets & resources handling (#3160) 2023-10-31 00:17:30 +09:00

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

  • 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