Assets, Icons, UI toolkit. Part 1. (#202)
* Assets: import from gdrive * Assets: fully working build pipeline and registry * NFC: menu icon * Gui: layers. Irukagotchi: base app to handle input on idle screen. Makefile: reboot after flash in dfu mode. * ValueMutex: with lambda * Assets: proper animation frames sorting * ValueMutex: proper furi_open usage * Assets,GUI: split icon into icon data and icon state. * Format source code * Docker: add python3 and imagemagic * Irukagotchi: cleanup * GUI: event lock moved to gui. * Rfid: proper gui layer * GUI: elements. Menu: frame and scroll * GUI, Menu: format code. * Menu: dual font main menu * Menu: format sources * GUI: 0 total scrollbar * CI: enable lfs * Menu: pixel perfect main menu Co-authored-by: Aleksandr Kutuzov <aku@plooks.com> Co-authored-by: aanper <mail@s3f.ru>
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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 squere 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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# Important notes
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Don't include assets that you are not using, compiller is not going to strip unusued assets.
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