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updated skin studio
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+11
-4
@@ -6,6 +6,7 @@ control layout, and the rectangle the Game Boy screen is drawn into. Engine:
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(draw and input), `src/render/Renderer.lua` (the screen viewport),
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`src/ui/SkinStudio.lua` (the desktop editor). Tests:
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`tests/engine/touch_skin_test.lua`, `tests/engine/skin_studio_test.lua`,
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`tests/engine/skin_studio_image_import.lua`,
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`tests/engine/launcher_skins_tab.lua`.
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Skins are picked in the launcher's **Skins** tab, which also imports them and
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@@ -159,8 +160,16 @@ The Super Game Boy preset locks the viewport to the real screen window,
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resize. X / Y / W / H are in canvas pixels, so a control can be typed to the
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coordinate its art was drawn at. Bind, hitbox shape, hit reach and idle and
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pressed images are per control; the bezel, the pages and the screen cutout are
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per page. The cutout is itself a draggable element with a 10:9 lock. Drop a PNG
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or JPG on the window to import art into the skin.
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per page. The cutout is itself a draggable element with a 10:9 lock.
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**Art.** The **Bezel**, **Idle art** and **Pressed art** rows cycle through the
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images already in the skin folder; the **Import** button beside each one opens
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the host file picker (`src/core/FilePicker.lua`: osascript, PowerShell,
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zenity/kdialog) and copies the chosen PNG or JPG into `img/` under the name in
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the SKIN field, then assigns it to that slot. Dropping a PNG or JPG on the
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window does the same for whichever slot was last touched. A new bezel does not
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move the screen cutout: press **Detect screen from bezel** to measure it out of
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the art's alpha.
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**Testing.** **Test** makes the canvas live: clicking presses real Game Boy
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buttons and the footer reports what is held. **Play** saves the skin, selects
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@@ -175,5 +184,3 @@ straight back into `skins/` and still opens in RetroArch.
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## Not implemented
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RetroArch's `analog_*`, `dpad_area`, `abxy_area` and `retrok_*` desc types.
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Image assignment cycles through art already in the skin folder; there is no
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file browser, so new art arrives by drag and drop.
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