skin studio fix

This commit is contained in:
bryanthaboi
2026-08-21 14:38:54 -04:00
parent 0e407dca7a
commit 06e06e305b
5 changed files with 433 additions and 58 deletions
+14 -1
View File
@@ -209,9 +209,21 @@ New/Load workspace controls are deliberately not duplicated inside that editor.
The editor keeps its canvas unobstructed and puts the contextual actions in a
compact lower tray: add/control binding, button and bezel artwork, pages,
screen placement, freeform/10:9 screen shape and deletion. Touches select, drag and resize the
screen placement, freeform/10:9 screen shape and deletion. **Screen** opens
cutout, bezel-hole detect, **Detect this screen**, and the canvas presets.
**Detect this screen** (also on the tray) sets the mock device to the live
window size so a phone skin is authored at that phone's form factor rather
than a generic 1080x1920 16:9. **Zoom ** shrinks the mock device inside the
workspace so the screen hole can be dragged larger than the bezel while the
handles stay grabable; **Fit** restores contain. The mouse wheel over the
canvas, and `-` / `=` / `0` on a keyboard, do the same. Touches select, drag and resize the
same controls that a mouse edits on desktop.
My Skins and the editor chrome sit inside the platform safe area (notch,
status bar, home indicator), the same inset the launcher uses. The mock
device still represents the full window, because a skin covers the whole
screen at play time.
The launchers **Turn skins off** button clears the selected skin and disables
skin use. With no skin enabled, mobile falls back to the built-in pad; that pad
is not itself a skin card.
@@ -222,6 +234,7 @@ phone proportions on a desktop monitor.
| Preset | Size |
| --- | --- |
| Phone portrait / landscape | 1080x1920, 1920x1080 |
| This screen | the live window, so a phone is authored at its own height |
| Tablet portrait / landscape | 1536x2048, 2048x1536 |
| Steam Deck | 1280x800 |
| Desktop 1080p | 1920x1080 |