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skin studio fix
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+14
-1
@@ -209,9 +209,21 @@ New/Load workspace controls are deliberately not duplicated inside that editor.
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The editor keeps its canvas unobstructed and puts the contextual actions in a
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compact lower tray: add/control binding, button and bezel artwork, pages,
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screen placement, freeform/10:9 screen shape and deletion. Touches select, drag and resize the
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screen placement, freeform/10:9 screen shape and deletion. **Screen** opens
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cutout, bezel-hole detect, **Detect this screen**, and the canvas presets.
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**Detect this screen** (also on the tray) sets the mock device to the live
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window size so a phone skin is authored at that phone's form factor rather
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than a generic 1080x1920 16:9. **Zoom −** shrinks the mock device inside the
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workspace so the screen hole can be dragged larger than the bezel while the
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handles stay grabable; **Fit** restores contain. The mouse wheel over the
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canvas, and `-` / `=` / `0` on a keyboard, do the same. Touches select, drag and resize the
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same controls that a mouse edits on desktop.
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My Skins and the editor chrome sit inside the platform safe area (notch,
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status bar, home indicator), the same inset the launcher uses. The mock
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device still represents the full window, because a skin covers the whole
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screen at play time.
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The launcher’s **Turn skins off** button clears the selected skin and disables
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skin use. With no skin enabled, mobile falls back to the built-in pad; that pad
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is not itself a skin card.
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@@ -222,6 +234,7 @@ phone proportions on a desktop monitor.
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| Preset | Size |
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| --- | --- |
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| Phone portrait / landscape | 1080x1920, 1920x1080 |
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| This screen | the live window, so a phone is authored at its own height |
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| Tablet portrait / landscape | 1536x2048, 2048x1536 |
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| Steam Deck | 1280x800 |
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| Desktop 1080p | 1920x1080 |
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