skins fixerino

This commit is contained in:
bryanthaboi
2026-08-21 14:03:25 -04:00
parent 5c1837b1eb
commit b0ff1552f2
23 changed files with 1065 additions and 127 deletions
+5 -1
View File
@@ -1955,7 +1955,11 @@ function Game2:applyOptions()
local options = self.options or {}
Music.applyOptions(options)
require("src.core.Sound").applyOptions(options)
require("src.render.Zoom").applyOptions(options)
local Zoom = require("src.render.Zoom")
Zoom.applyOptions(options)
local caps = require("src.core.Performance").applyOptions(options)
Zoom.allowSurvey = caps.survey
if not caps.survey and Zoom.offset < 0 then Zoom.offset = 0 end
require("src.render.Tilt").applyOptions(options)
require("src.render.GbcPalette").applyOptions(options)
-- engine/gfx/load_font.asm:29 LoadFrame, off options.lua's wTextboxFrame.
+5 -2
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@@ -86,8 +86,11 @@ function Performance.detect()
local cores = processorCount()
-- PortMaster-style ARM Linux handhelds (e.g. the RG34XXSP the project
-- already ships a build for): the weakest target here.
if isArm and os ~= "Android" and os ~= "iOS" then
-- already ships a build for): the weakest target here. Desktop ARM
-- (Apple Silicon "OS X", Windows-on-ARM) is not a handheld — those
-- used to resolve AUTO → LOW, which stripped survey zoom-out from
-- OPTIONS so the ZOOM row only offered IN.
if isArm and os == "Linux" then
return "low"
end
-- Phones and tablets: GBC FX is already force-disabled here (issue #136);
+5
View File
@@ -12,10 +12,12 @@ function ScreenPosition.normalize(v)
end
function ScreenPosition.label(v)
if ScreenPosition.skinActive() then return "SKIN" end
return LABELS[ScreenPosition.normalize(v)]
end
function ScreenPosition.cycle(v, dir)
if ScreenPosition.skinActive() then return ScreenPosition.normalize(v) end
v = ScreenPosition.normalize(v)
local modes = ScreenPosition.MODES
local cur = 1
@@ -44,6 +46,9 @@ end
function ScreenPosition.skinActive(w, h)
local ok, TouchSkin = pcall(require, "src.core.TouchSkin")
if not ok or type(TouchSkin.viewport) ~= "function" then return false end
if (not w or not h) and love and love.graphics and love.graphics.getDimensions then
w, h = love.graphics.getDimensions()
end
local okv, x = pcall(TouchSkin.viewport, w, h)
return okv and x ~= nil
end
+18 -6
View File
@@ -293,7 +293,9 @@ function TouchControls:applyOptions(opts)
-- launcher editor round-trips through config() (#806)
self.haptics = TouchControls.normalizeHaptics(opts and opts.haptics)
TouchSkin.setOverlayLive(self.active)
self:selectSkin(cfg.skin)
-- Off means off everywhere: do not leave a hidden selected skin behind to
-- influence renderer placement on desktop or with a controller attached.
self:selectSkin(cfg.enabled and cfg.skin or nil)
self.layouts = cfg.layouts
self.layoutW, self.layoutH = nil, nil
self.layoutOx, self.layoutOy = nil, nil
@@ -335,7 +337,10 @@ function TouchControls:visible()
local art = TouchSkin.active ~= nil or self.img ~= nil
if self.preview then return art end
if self.enabled == false or not art then return false end
if TouchSkin.active and TouchSkin.decorativeOnly() then return true end
-- A selected skin is also a desktop/TV bezel. Input remains gated in
-- touchpressed, but the artwork must not disappear when a controller is
-- connected or the platform is not touch-first.
if TouchSkin.active then return true end
return self.active and not self.controllerHidden
end
@@ -778,12 +783,19 @@ local function drawIcon(img, zone, pressed, alphaMul)
zone.cy - img:getHeight() * scale / 2, 0, scale, scale)
end
local function drawStretched(img, x, y, w, h, alpha)
local function drawCovered(img, x, y, w, h, alpha)
if not img or alpha <= 0 then return end
local iw, ih = img:getWidth(), img:getHeight()
if iw <= 0 or ih <= 0 then return end
-- Cover the assigned box with one uniform scale and crop the excess. The
-- old independent X/Y scale made portrait art visibly squash on wide
-- displays (and vice versa).
local s = math.max(w / iw, h / ih)
local dw, dh = iw * s, ih * s
love.graphics.setColor(1, 1, 1, math.min(1, alpha))
love.graphics.draw(img, x, y, 0, w / iw, h / ih)
love.graphics.setScissor(x, y, w, h)
love.graphics.draw(img, x + (w - dw) * 0.5, y + (h - dh) * 0.5, 0, s, s)
love.graphics.setScissor()
end
function TouchControls:drawSkin(alphaMul)
@@ -795,7 +807,7 @@ function TouchControls:drawSkin(alphaMul)
love.graphics.push("all")
love.graphics.origin()
drawStretched(page.image, bx, by, bw, bh, opacity)
drawCovered(page.image, bx, by, bw, bh, opacity)
local pressed = {}
for _, touch in pairs(self.touches or {}) do
@@ -810,7 +822,7 @@ function TouchControls:drawSkin(alphaMul)
TouchSkin.controlGeometry(page, ctl, ww, wh, sox, soy)
local alpha = opacity
if down and not ctl.pressedImage then alpha = opacity * ctl.alphaMod end
drawStretched(img, cx - halfW, cy - halfH, halfW * 2, halfH * 2, alpha)
drawCovered(img, cx - halfW, cy - halfH, halfW * 2, halfH * 2, alpha)
end
end
+56 -3
View File
@@ -636,6 +636,19 @@ local function applyPixelScale(page)
return true
end
-- An overlay image is its own design canvas. Older RetroArch cfg files often
-- omit `aspect_ratio`; reading the dimensions here keeps that legacy art and
-- all of its normalized controls on the same uniform scale.
function TouchSkin.applyImageAspect(page)
if not page or page.aspectFromCfg or not page.image
or not page.image.getDimensions then return false end
local iw, ih = page.image:getDimensions()
if not iw or not ih or iw <= 0 or ih <= 0 then return false end
page.aspect = iw / ih
page.aspectFromImage = true
return true
end
function TouchSkin.load(root, id)
local cfgPath, format, prefix = findConfig(root)
if not cfgPath then return nil, "no skin.lua, .cfg or info.json in " .. root end
@@ -665,6 +678,7 @@ function TouchSkin.load(root, id)
elseif page.pdfPath then
rasterizePdfPage(page, root)
end
TouchSkin.applyImageAspect(page)
if not applyPixelScale(page) then
return nil, "could not read " .. tostring(page.imagePath)
.. ", which " .. page.name .. " measures its coordinates against"
@@ -771,6 +785,28 @@ function TouchSkin.find(id)
return nil
end
-- Remove only a user-installed skin. Bundled skins are shipped with the
-- game and intentionally have no delete affordance.
function TouchSkin.remove(id)
local entry = TouchSkin.find(id)
if not entry then return nil, "no skin " .. tostring(id) end
if entry.source ~= "user" then return nil, "bundled skins cannot be deleted" end
if not (love and love.filesystem and love.filesystem.remove) then
return nil, "no writable filesystem"
end
local function removeTree(path)
if isDir(path) and love.filesystem.getDirectoryItems then
for _, name in ipairs(love.filesystem.getDirectoryItems(path)) do
local ok, err = removeTree(path .. "/" .. name)
if not ok then return nil, err end
end
end
local ok, err = love.filesystem.remove(path)
return ok and true or nil, err
end
return removeTree(entry.archive or (TouchSkin.USER_ROOT .. "/" .. entry.id))
end
function TouchSkin.assetPaths(skin)
local out, seen = {}, {}
local function add(rel)
@@ -1284,7 +1320,7 @@ function TouchSkin.pageBox(page, w, h, ox, oy)
-- full_screen means "relative to the window, not the game viewport".
-- When the cfg also names an aspect_ratio, that window is then fitted
-- to the overlay's design aspect so buttons do not stretch. #1503
local fit = ((not page.fullScreen) or page.aspectFromCfg)
local fit = ((not page.fullScreen) or page.aspectFromCfg or page.aspectFromImage)
and page.aspect and page.aspect > 0 and h > 0
if fit then
local displayAspect = w / h
@@ -1306,6 +1342,11 @@ function TouchSkin.pageBox(page, w, h, ox, oy)
by = oy + extra
elseif anchor == "top" then
by = oy
elseif page.aspect < 1 then
-- A portrait bezel with controls is a controller deck. On an
-- unusually tall display, pin the deck to the lower edge and leave
-- the additional room for the game above it.
by = oy + extra
else
by = oy + extra * 0.5
end
@@ -1359,8 +1400,10 @@ function TouchSkin.decorativeOnly()
end
function TouchSkin.drawable()
if not TouchSkin.active then return false end
return TouchSkin.overlayLive or TouchSkin.decorativeOnly()
-- A selected skin is a presentation choice, not a mobile-only input mode.
-- Its artwork and screen placement therefore belong on every platform;
-- `overlayLive` still controls whether touch input is available.
return TouchSkin.active ~= nil
end
function TouchSkin.hasViewport()
@@ -1410,6 +1453,16 @@ function TouchSkin.pageViewport(page, w, h, ox, oy)
return nil
end
-- Centre of the page's screen cutout. The renderer fits the 160x144
-- picture into that rect; this helper is for the studio preview.
function TouchSkin.screenCenter(w, h, ox, oy, page)
page = page or TouchSkin.page()
if not page then return nil end
local x, y, vw, vh = TouchSkin.pageViewport(page, w, h, ox, oy)
if not x then return nil end
return x + vw * 0.5, y + vh * 0.5
end
function TouchSkin.viewport(w, h, ox, oy)
local page = TouchSkin.page()
if not page or not TouchSkin.drawable() then return nil end