42 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			42 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
# Requirements
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- Python3
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- Python3 packages: Pillow & heatshrink2 
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# Compiling
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```bash
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./fbt icons proto dolphin_internal dolphin_blocking dolphin_ext resources
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```
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# Asset naming rules
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## Images and Animations
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`NAME_VARIANT_SIZE`
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- `NAME`    - mandatory - Asset name in CamelCase. [A-Za-z0-9], special symbols not allowed
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- `VARIANT` - optional  - icon variant: can relate to state or rendering conditions. Examples: active, inactive, inverted.
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- `SIZE`    - mandatory - size in px. Example square 10, 20, 24, etc. Example rectangular: 10x8, 19x5, etc.
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Image names will be automatically prefixed with `I_`, animation names with `A_`.
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Icons and Animations will be gathered into `icon.h` and `icon.c`.
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## Dolphin and Games assets
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Rules are same as for Images and Animations plus assets are grouped by level and level prepends `NAME`.
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Good starting point: https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/AssetNaming/
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# Important notes
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Don't include assets that you are not using, compiler is not going to strip unused assets.
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# Structure
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- `compiled`            - Output folder made for compiled assets, after building project, in `build` directory.
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- `dolphin`             - Dolphin game assets sources. Goes to `compiled` and `resources` folders in `build` directory.
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- `icons`               - Icons sources. Goes to `compiled` folder in `build` directory.
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- `protobuf`            - Protobuf sources. Goes to `compiled` folder in `build` directory.
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- `resources`           - Assets that is going to be provisioned to SD card.
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- `slideshow`           - One-time slideshows for desktop
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- `unit_tests`          - Some pre-defined signals for testing purposes.
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