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skins fixerino
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+51
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@@ -1,11 +1,11 @@
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# Touch skins and the Skin Studio
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A **skin** replaces the on-screen controls wholesale: a bezel image, a
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control layout, and the rectangle the Game Boy screen is drawn into. Engine:
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control layout, and a screen-placement anchor. Engine:
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`src/core/TouchSkin.lua` (model, parsers, zip export), `src/core/TouchControls.lua`
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(draw and input), `src/render/Renderer.lua` (the screen viewport),
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(draw and input), `src/render/Renderer.lua` (screen placement),
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`src/core/DeltaSkin.lua` (Delta `.deltaskin` import and export),
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`src/ui/SkinStudio.lua` (the desktop editor). Tests:
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`src/ui/SkinStudio.lua` (the responsive skin 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_ux.lua`,
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`tests/engine/skin_studio_image_import.lua`,
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@@ -13,8 +13,10 @@ control layout, and the rectangle the Game Boy screen is drawn into. Engine:
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`tests/engine/launcher_skins_tab.lua`,
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`tests/engine/launcher_skins_ux.lua`.
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Skins are picked in the launcher's **Skins** tab, which also imports them and
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opens the studio. `options.touchControls.skin` holds the folder name.
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The launcher's **Skins** tab imports skins, shows the enabled skin, exports it,
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and is the one place that turns skin use off. **My Skins** holds the visual
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grid, pagination, edit, delete and per-skin export actions.
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`options.touchControls.skin` holds the folder name.
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## Formats
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@@ -30,7 +32,7 @@ as-is. Supported keys:
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| `overlays` | page count |
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| `overlayN_name` | page name, the target of `next_target` |
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| `overlayN_overlay` | bezel image |
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| `overlayN_full_screen` | stretch the page to the window |
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| `overlayN_full_screen` | cover the window with the page without deforming its artwork |
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| `overlayN_rect` | page placement, default `0,0,1,1` |
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| `overlayN_aspect_ratio` | design aspect; the overlay letterboxes to it even when full screen |
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| `overlayN_range_mod`, `overlayN_alpha_mod` | desc defaults |
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@@ -98,8 +100,8 @@ corners fire two directions. `screens[1].outputFrame` (or the legacy
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`gameScreenFrame`) becomes the screen cutout. A portrait page with neither
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keeps `mappingSize` as the overlay aspect, sits at the bottom of the
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window, and puts the Game Boy picture in the leftover space above -- the
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usual GBA4iOS controller-deck layout. Pages that name a screen rect still
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stretch to the window the way Delta does. Host functions map to
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usual GBA4iOS controller-deck layout. Pages that name a screen rect fit the
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game into it. Host functions map to
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engine hotkeys: `menu` to `menu_toggle`, `fastForward` to
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`hold_fast_forward`, `toggleFastForward` to `toggle_fast_forward`;
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`quickSave` and `quickLoad` have nothing to bind to and drop to decoration.
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@@ -135,7 +137,7 @@ to decoration and never captures a touch.
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As an extension to the format, `key:<name>` presses any keyboard key, which is
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how a skin button reaches a mod hotkey.
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## The screen viewport
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## Screen placement
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`overlayN_viewport` is the cutout the picture is fitted into. The Game Boy
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screen keeps its whole-pixel scale and letterboxes inside that rect rather than
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@@ -146,6 +148,17 @@ that lets a widescreen bezel take the filling survey-zoom world view instead.
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A viewport also implies the faithful-ratio lock. Without it the world pass
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expands to fill the cutout and you get more map instead of a Game Boy screen.
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Zoom still steps around that hole: OUT shows more map inside it, IN enlarges
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the world, and the start menu stays at the hole's fit scale instead of
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shrinking with the map.
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An image-backed portrait overlay that has no explicit vertical anchor is treated
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as a controller deck: it is contained without deformation and pinned to the
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bottom on taller screens. The spare space belongs to the game above it.
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When a skin is active, **SCREEN POS** reads **SKIN**: placement comes from the
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skin rather than the normal Center / Upper / Top setting.
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Border art often ships with a transparent hole and no `viewport` key. **Detect
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screen from bezel** in the studio measures the hole out of the art's alpha
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channel and writes the rect.
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@@ -153,10 +166,8 @@ channel and writes the rect.
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## Bezels versus pads
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A skin whose active page binds nothing is a frame rather than a pad: a TV
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surround, a handheld shell, a Super Game Boy border. Those draw on **desktop**
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as well, where the touch overlay itself does not, and a gamepad does not hide
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them. Anything that binds a button still follows the usual mobile /
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`POKEPORT_TOUCH` rule.
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surround, a handheld shell, a Super Game Boy border. Selected skins draw on
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**desktop** as well as mobile; a gamepad does not hide them.
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## Installing
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@@ -190,9 +201,20 @@ shipping branding.
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## The studio
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Launcher, Skins tab, **Open Skin Studio**, or the gear on any skin row to open
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that skin. Desktop only: the launcher does not offer it on Android or iOS,
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because it wants a mouse, typed coordinates and room for an inspector.
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Launcher, Skins tab, **My Skins** opens the Studio library on desktop and
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mobile. **My Skins** is the only visual grid: real bezel previews plus create
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and import actions, with each card owning Edit, Export and (for installed
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skins) Delete. Choosing Edit opens a separate, canvas-first editor; the old
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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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same controls that a mouse edits on desktop.
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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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**Canvas.** A mock device at a chosen preset, so a phone skin is authored at
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phone proportions on a desktop monitor.
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@@ -216,13 +238,16 @@ and of the page itself when it comes within a few pixels, and the guide it
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snapped to is drawn. X / Y / W / H are in canvas pixels, so a control can be
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typed to the coordinate its art was drawn at. **Back** and **Front** move the
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selection through the draw order. 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.
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pressed images are per control; the bezel, the pages and the screen anchor are
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per page. The SCREEN anchor is itself draggable and resizable; its default
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shape is freeform, with an optional 10:9 lock.
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**Bind** opens a grid of every bind the engine understands: the eight Game Boy
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buttons, the diagonal pairs, every hotkey, a few `key:` entries, and
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decoration. The COMBINE chips at the top toggle one part at a time, which is
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how a pipe bind like `left|down` is built without typing it.
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buttons, the diagonal pairs, every hotkey, desktop hotkeys and decoration.
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The desktop section exposes `-` / `=`, `1` through `5`, `F1`, `F2` and `F10`
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as `key:` controls, so a mobile button invokes the exact same game path as
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its desktop shortcut. The COMBINE chips at the top toggle one part at a time,
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which is how a pipe bind like `left|down` is built without typing it.
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**Undo** and **Redo** in the top bar cover every edit (ctrl+Z / ctrl+Y, or
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`u` / shift+`u` without a keyboard modifier). The stack holds the last 50
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@@ -247,12 +272,13 @@ the **Import** button there and beside each row opens the host file picker (`src
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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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move the screen anchor: 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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it, and boots the game with it.
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**Testing.** **Test** renders a game-composition preview behind the live overlay:
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the 160x144 picture letterboxes inside the screen cutout, matching gameplay.
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Clicking presses real Game Boy buttons and the footer reports what is held.
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**Play** saves the skin, selects it, and boots the game with it.
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**Saving.** **Save** writes `skins/<name>/skin.lua` and copies every image the
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skin names, so the folder stands alone. **Export** offers three formats, and
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