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Post by MangyDog on Jul 25, 2017 13:02:30 GMT -8
Ok I guess i should read the book more. But I was wondering.
Whats the best way to generate assets? In Eve Screen Editor it doesnt look like any files apart from code source files are exported. So images are missing. The only time images are added is if they are embedded so have a .h file associated with them. Obviously most MCUs cant take all the image assets being used in there flash storage.
So this is when an SD card is used. Ive seen .gd2 mentioned. is the py script asset generator the only way to make usuable assets? And if so. What the proper way to load them and give them the bitmap handle to be used in the gui generation bits?
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Post by jamesbowman on Jul 25, 2017 16:45:07 GMT -8
Yes currently the Python script is the only way to convert assets.
For small things (a few K) it's practical to put them into the header file. When the assets get larger then the .gd2 file has to be copied onto SD card. Whichever method you use
LOAD_ASSETS(); copies the stuff into EVE memory and sets up all the bitmap handles.
If you converted a file called "foo45.png" then the header file has a #define in it for "FOO45_HANDLE" which is the bitmap handle.
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Post by MangyDog on Jul 26, 2017 1:48:43 GMT -8
When you do load assets doesnt it just throw random handles to the assets? I assume in the load order? What if what i design in screen editor uses different handles? How do i match the handles to the gd2 loaded assets? Oh one other question sorry... What if i have a large project that requires more than 14/15 bitmaps? (even with cells) say multiple pages. Even being careful and efficiant with loading as many bitmaps into sprites Ive already hit my handle limit, is there a way to load different bitmaps per page? (page being a term ive picked up from nextion, but i mean for a different displayed UI...) So I know there are bitmaps 16-36 i think are reserved for default fonts installed on the chip, is there a way to replace them with fonts of my choosing rather than having to take up precious bitmap handles with multiple custom fonts? Sorry i hope you dont think im whining... im just trying to figure out the best way to do things
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