resolve conflict
This commit is contained in:
@ -160,7 +160,7 @@ elseif(CONFIG_BOARD_TYPE_LICHUANG_DEV_C3)
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set(DEFAULT_EMOJI_COLLECTION twemoji_32)
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elseif(CONFIG_BOARD_TYPE_EDA_TV_PRO)
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set(MANUFACTURER "lceda-course-examples")
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set(BOARD_TYPE "eda-tv-pro")
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set(BOARD_TYPE "eda-tv-pro")
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elseif(CONFIG_BOARD_TYPE_EDA_ROBOT_PRO)
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set(MANUFACTURER "lceda-course-examples")
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set(BOARD_TYPE "eda-robot-pro")
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@ -645,12 +645,12 @@ elseif(CONFIG_BOARD_TYPE_XINGZHI_METAL_1_54_WIFI)
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set(BOARD_TYPE "xingzhi-metal-1.54-wifi")
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set(BUILTIN_TEXT_FONT font_noto_basic_20_4)
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set(BUILTIN_ICON_FONT font_awesome_20_4)
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set(DEFAULT_EMOJI_COLLECTION noto-emoji_128)
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set(DEFAULT_EMOJI_COLLECTION noto-emoji_128)
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elseif(CONFIG_BOARD_TYPE_XINGZHI_ABS_2_0)
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set(BOARD_TYPE "xingzhi-abs-2.0")
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set(BUILTIN_TEXT_FONT font_noto_basic_20_4)
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set(BUILTIN_ICON_FONT font_awesome_20_4)
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set(DEFAULT_EMOJI_COLLECTION noto-emoji_128)
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set(DEFAULT_EMOJI_COLLECTION noto-emoji_128)
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elseif(CONFIG_BOARD_TYPE_SEEED_STUDIO_SENSECAP_WATCHER)
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set(BOARD_TYPE "sensecap-watcher")
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set(BUILTIN_TEXT_FONT font_noto_basic_30_4)
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@ -710,7 +710,7 @@ elseif(CONFIG_BOARD_TYPE_ZHENGCHEN_CAM_ML307)
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set(BOARD_TYPE "zhengchen-cam-ml307")
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set(BUILTIN_TEXT_FONT font_puhui_basic_20_4)
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set(BUILTIN_ICON_FONT font_awesome_20_4)
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set(DEFAULT_EMOJI_COLLECTION twemoji_64)
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set(DEFAULT_EMOJI_COLLECTION twemoji_64)
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elseif(CONFIG_BOARD_TYPE_SPOTPEAR_ESP32_S3_1_54_MUMA)
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set(BOARD_TYPE "sp-esp32-s3-1.54-muma")
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set(BUILTIN_TEXT_FONT font_puhui_basic_16_4)
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@ -780,6 +780,11 @@ elseif(CONFIG_BOARD_TYPE_Freenove_ESP32S3_DISPLAY_2_8_LCD)
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set(BUILTIN_TEXT_FONT font_puhui_basic_20_4)
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set(BUILTIN_ICON_FONT font_awesome_20_4)
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set(DEFAULT_EMOJI_COLLECTION twemoji_64)
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elseif(CONFIG_BOARD_TYPE_AI_VOX3)
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set(BOARD_TYPE "nulllab-ai-vox-v3")
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set(BUILTIN_TEXT_FONT font_puhui_basic_20_4)
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set(BUILTIN_ICON_FONT font_awesome_20_4)
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set(DEFAULT_EMOJI_COLLECTION twemoji_64)
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endif()
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if(MANUFACTURER)
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@ -901,14 +906,14 @@ file(GLOB LANG_SOUNDS ${CMAKE_CURRENT_SOURCE_DIR}/assets/locales/${LANG_DIR}/*.o
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# If not en-US, collect en-US audio files as fallback for missing files
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if(NOT LANG_DIR STREQUAL "en-US")
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file(GLOB EN_US_SOUNDS ${CMAKE_CURRENT_SOURCE_DIR}/assets/locales/en-US/*.ogg)
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# Extract filenames (without path) from current language
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set(EXISTING_NAMES "")
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foreach(SOUND_FILE ${LANG_SOUNDS})
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get_filename_component(FILENAME ${SOUND_FILE} NAME)
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list(APPEND EXISTING_NAMES ${FILENAME})
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endforeach()
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# Only add en-US audio files that are missing in current language
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foreach(EN_SOUND ${EN_US_SOUNDS})
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get_filename_component(FILENAME ${EN_SOUND} NAME)
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@ -1039,7 +1044,7 @@ list(APPEND FILES_TO_DOWNLOAD "panic_return.aaf" "wake.aaf")
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foreach(FILENAME IN LISTS FILES_TO_DOWNLOAD)
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set(REMOTE_FILE "${URL}/${FILENAME}")
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set(LOCAL_FILE "${EMOJI_DIR}/${FILENAME}")
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# Check if local file exists
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if(EXISTS ${LOCAL_FILE})
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message(STATUS "File ${FILENAME} already exists, skipping download")
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@ -1061,31 +1066,31 @@ endif()
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function(build_default_assets_bin)
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# Set output path for generated assets.bin
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set(GENERATED_ASSETS_BIN "${CMAKE_BINARY_DIR}/generated_assets.bin")
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# Prepare arguments for build script
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set(BUILD_ARGS
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"--sdkconfig" "${SDKCONFIG}"
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"--output" "${GENERATED_ASSETS_BIN}"
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)
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# Add builtin text font if defined
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if(BUILTIN_TEXT_FONT)
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list(APPEND BUILD_ARGS "--builtin_text_font" "${BUILTIN_TEXT_FONT}")
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endif()
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# Add default emoji collection if defined
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if(DEFAULT_EMOJI_COLLECTION)
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list(APPEND BUILD_ARGS "--emoji_collection" "${DEFAULT_EMOJI_COLLECTION}")
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endif()
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# Add default assets extra files if defined
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if(DEFAULT_ASSETS_EXTRA_FILES)
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list(APPEND BUILD_ARGS "--extra_files" "${DEFAULT_ASSETS_EXTRA_FILES}")
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endif()
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list(APPEND BUILD_ARGS "--esp_sr_model_path" "${ESP_SR_MODEL_PATH}")
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list(APPEND BUILD_ARGS "--xiaozhi_fonts_path" "${XIAOZHI_FONTS_PATH}")
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# Create custom command to build assets
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add_custom_command(
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OUTPUT ${GENERATED_ASSETS_BIN}
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@ -1096,15 +1101,15 @@ function(build_default_assets_bin)
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COMMENT "Building default assets.bin based on configuration"
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VERBATIM
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)
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# Create target for generated assets
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add_custom_target(generated_default_assets ALL
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DEPENDS ${GENERATED_ASSETS_BIN}
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)
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# Set the generated file path in parent scope
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set(GENERATED_ASSETS_LOCAL_FILE ${GENERATED_ASSETS_BIN} PARENT_SCOPE)
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message(STATUS "Default assets build configured: ${GENERATED_ASSETS_BIN}")
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endfunction()
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@ -1117,18 +1122,18 @@ function(get_assets_local_file assets_source assets_local_file_var)
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get_filename_component(ASSETS_FILENAME "${assets_source}" NAME)
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set(ASSETS_LOCAL_FILE "${CMAKE_BINARY_DIR}/${ASSETS_FILENAME}")
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set(ASSETS_TEMP_FILE "${CMAKE_BINARY_DIR}/${ASSETS_FILENAME}.tmp")
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# Check if local file exists
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if(EXISTS ${ASSETS_LOCAL_FILE})
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message(STATUS "Assets file ${ASSETS_FILENAME} already exists, skipping download")
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else()
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message(STATUS "Downloading ${ASSETS_FILENAME}")
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# Clean up any existing temp file
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if(EXISTS ${ASSETS_TEMP_FILE})
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file(REMOVE ${ASSETS_TEMP_FILE})
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endif()
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# Download to temporary file first
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file(DOWNLOAD ${assets_source} ${ASSETS_TEMP_FILE}
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STATUS DOWNLOAD_STATUS)
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@ -1140,7 +1145,7 @@ function(get_assets_local_file assets_source assets_local_file_var)
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endif()
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message(FATAL_ERROR "Failed to download ${ASSETS_FILENAME} from ${assets_source}")
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endif()
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# Move temp file to final location (atomic operation)
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file(RENAME ${ASSETS_TEMP_FILE} ${ASSETS_LOCAL_FILE})
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message(STATUS "Successfully downloaded ${ASSETS_FILENAME}")
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@ -1152,15 +1157,15 @@ function(get_assets_local_file assets_source assets_local_file_var)
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else()
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set(ASSETS_LOCAL_FILE "${CMAKE_CURRENT_SOURCE_DIR}/${assets_source}")
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endif()
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# Check if local file exists
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if(NOT EXISTS ${ASSETS_LOCAL_FILE})
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message(FATAL_ERROR "Assets file not found: ${ASSETS_LOCAL_FILE}")
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endif()
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message(STATUS "Using assets file: ${ASSETS_LOCAL_FILE}")
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endif()
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set(${assets_local_file_var} ${ASSETS_LOCAL_FILE} PARENT_SCOPE)
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endfunction()
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