Files
Momentum-Firmware/assets
jay candel 8348510476 [IR] Bluray/DVD Universal Remote (#250)
* New Bluray/DVD Remote Icons

* add Bluray/DVD Universal Remote

* update api_symbols v73.2

* Delete api_symbols.csv

* update api_symbols v73.2

* update f18 api_symbols v73.2

* update api_symbols v73.2 fr this time

* add new bluray universal db

* update api_symbols to LF

* convert icons to 1-bit B&W

* fbt format

* Must be in line with OFW

* Tweak buttons a little

* add ok button icons

* change 'stop' button to 'ok'

* add new ok icons

* update ok icons to 1bit b&w

* update f7 api_symbols

* update bluray_dvd.ir

* update bluray universal remote

changed stop to 'ok'
changed next & prev to fast f and fast b

* new icons

* update icons to 1-bit BW

* fbt format

* Delete applications/main/infrared/infrared_scene_universal_bluray.c

* Add files via upload

* Add files via upload

* change ok icon to a tick

* the last commit.

gotta remember to format icons as 1bit BW lmao

* Update changelog

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Co-authored-by: Willy-JL <49810075+Willy-JL@users.noreply.github.com>
2024-10-09 04:55:58 +02:00
..
2024-09-03 01:36:59 +02:00
2024-08-12 18:34:41 +02:00
2024-08-12 18:34:41 +02:00
2024-06-22 01:40:04 +03:00

Firmware Assets

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.
  • packs - Hot-swappable asset packs used system wide, both animations and icons. Compiled to .bm and .bmx, then put at SD/asset_packs
  • 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