unleashed-firmware/assets
Nikolay Minaylov 0154018363
[FL-3579, FL-3601, FL-3714] JavaScript runner (#3286)
* FBT: cdefines to env, libs order
* API: strtod, modf, itoa, calloc
* Apps: elk js
* Apps: mjs
* JS: scripts as assets
* mjs: composite resolver
* mjs: stack trace
* ELK JS example removed
* MJS thread, MJS lib modified to support script interruption
* JS console UI
* Module system, BadUSB bindings rework
* JS notifications, simple dialog, BadUSB demo
* Custom dialogs, dialog demo
* MJS as system library, some dirty hacks to make it compile
* Plugin-based js modules
* js_uart(BadUART) module
* js_uart: support for byte array arguments
* Script icon and various fixes
* File browser: multiple extensions filter, running js scripts from app loader
* Running js scripts from archive browser
* JS Runner as system app
* Example scripts moved to /ext/apps/Scripts
* JS bytecode listing generation
* MJS builtin printf cleanup
* JS examples cleanup
* mbedtls version fix
* Unused lib cleanup
* Making PVS happy & TODOs cleanup
* TODOs cleanup #2
* MJS: initial typed arrays support
* JS: fix mem leak in uart destructor

Co-authored-by: SG <who.just.the.doctor@gmail.com>
Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
2024-02-12 15:54:32 +07:00
..
dolphin [FL-3682] Add the secret door animation (#3233) 2023-11-30 18:51:38 +09:00
icons [FL-3579, FL-3601, FL-3714] JavaScript runner (#3286) 2024-02-12 15:54:32 +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