mirror of
https://github.com/DarkFlippers/unleashed-firmware
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c807ffc324
* JS: Fix file select for fbt launch js_app * JS: badusb: Add numpad keys Co-authored-by: oldip <oldip@users.noreply.github.com> * JS: badusb: Layout support * JS: badusb: altPrint() and altPrintln() Co-authored-by: oldip <oldip@users.noreply.github.com> * JS: badusb: quit() * JS: serial: readAny() * JS: serial: end() * JS: serial: Auto disable expansion service * JS: storage: Add example script * JS: gui: text_input: Fix NULL ptr when no prop given * JS: gui: text_input: Default text props Co-authored-by: xMasterX <xMasterX@users.noreply.github.com> * JS: gui: byte_input Co-authored-by: xMasterX <xMasterX@users.noreply.github.com> * JS: gui: file_picker * JS: gui: viewDispatcher.currentView * JS: gui: view.hasProperty() * JS: gui: Add some missing typedefs comments * JS: globals: Fix toString() with negative numbers * JS: globals: parseInt() Co-authored-by: Spooks4576 <Spooks4576@users.noreply.github.com> * JS: globals: toUpperCase() and toLowerCase() Co-authored-by: Spooks4576 <Spooks4576@users.noreply.github.com> * JS: globals: Add some missing typedefs * JS: Add example for string functions Co-authored-by: Spooks4576 <Spooks4576@users.noreply.github.com> * JS: globals: __dirpath and __filepath Co-authored-by: jamisonderek <jamisonderek@users.noreply.github.com> * JS: globals: load() typedef missing scope param * JS: Add interactive REPL script example * JS: Add missing icon for file picker * JS: Rename to __filename and __dirname * JS: Move toUpperCase() and toLowerCase() to string class * JS: parseInt() refactor * JS: Typedef base param for parseInt() * Revert "JS: gui: view.hasProperty()" This reverts commit 1967ec06d4f2e9cafc4e18384ad370f7a7c44468. * JS: Move toString() to Number class * JS: Fix duplicate plugin files in plugins, `requires` is used to determine which app to distribute the .fal under `apps_data/appid/plugins` * JS: math: Missing typedefs, use camelCase * JS: badusb: layoutPath is optional in typedef * Fix ASS scoping * Rename mjs term prop type value * Change load() description * Enlarge buffers in default prop assign * More checks for default data/text size * Make PVS happy * Fix icon symbol * Update types for JS SDK * toString() was moved to number class Co-authored-by: oldip <oldip@users.noreply.github.com> Co-authored-by: xMasterX <xMasterX@users.noreply.github.com> Co-authored-by: Spooks4576 <Spooks4576@users.noreply.github.com> Co-authored-by: jamisonderek <jamisonderek@users.noreply.github.com> Co-authored-by: hedger <hedger@users.noreply.github.com> Co-authored-by: あく <alleteam@gmail.com> |
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.. | ||
dolphin | ||
icons | ||
protobuf@6c7c0d55e8 | ||
slideshow | ||
.gitignore | ||
ReadMe.md | ||
SConscript |
Firmware Assets
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 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
dolphin
- Dolphin game assets sources. Goes tocompiled
andresources
folders inbuild
directory.icons
- Icons sources. Goes tocompiled
folder inbuild
directory.protobuf
- Protobuf sources. Goes tocompiled
folder inbuild
directory.slideshow
- One-time slideshows for desktop