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# Touch skins and the Skin Studio
A **skin** replaces the on-screen controls wholesale: a bezel image, a
control layout, and a screen-placement anchor. Engine:
`src/core/TouchSkin.lua` (model, parsers, zip export), `src/core/TouchControls.lua`
(draw and input), `src/render/Renderer.lua` (screen placement),
`src/core/DeltaSkin.lua` (Delta `.deltaskin` import and export),
`src/ui/SkinStudio.lua` (the responsive skin editor). Tests:
`tests/engine/touch_skin_test.lua`, `tests/engine/skin_studio_test.lua`,
`tests/engine/skin_studio_ux.lua`,
`tests/engine/skin_studio_image_import.lua`,
`tests/engine/skin_format_import_test.lua`,
`tests/engine/launcher_skins_tab.lua`,
`tests/engine/launcher_skins_ux.lua`.
The launcher's **Skins** tab imports skins, shows the enabled skin, exports it,
and is the one place that turns skin use off. **My Skins** holds the visual
grid, pagination, edit, delete and per-skin export actions.
`options.touchControls.skin` holds the folder name.
## Formats
Three load: the native `skin.lua`, a RetroArch overlay `.cfg`, and a Delta
`.deltaskin`. `skin.lua` wins when a folder has more than one. The launcher
badges each installed skin with the format it was read from.
**RetroArch overlay `.cfg`.** The libretro `common-overlays` collection loads
as-is. Supported keys:
| Key | Meaning |
| --- | --- |
| `overlays` | page count |
| `overlayN_name` | page name, the target of `next_target` |
| `overlayN_overlay` | bezel image |
| `overlayN_full_screen` | cover the window with the page without deforming its artwork |
| `overlayN_rect` | page placement, default `0,0,1,1` |
| `overlayN_aspect_ratio` | design aspect; the overlay letterboxes to it even when full screen |
| `overlayN_range_mod`, `overlayN_alpha_mod` | desc defaults |
| `overlayN_viewport` | `x,y,w,h`, the screen cutout |
| `overlayN_viewport_fill` | parsed; the engine always fits, see below |
| `overlayN_descM` | `binds,x,y,shape,range_x,range_y` |
| `overlayN_descM_overlay` | control art |
| `overlayN_descM_next_target` | page to switch to |
| `overlayN_descM_range_mod`, `_alpha_mod` | per-control overrides |
| `overlayN_descM_reach_x/_y/_up/_down/_left/_right` | hitbox reach |
`x,y` is the centre and `range_x,range_y` are half extents, both normalized.
Hitboxes are `radial` or `rect`. Pipe-separated binds (`left|down`) are one
control that holds both. A `nul` desc is decoration: it draws and never
captures a touch.
The area desc types are expanded rather than ignored: `dpad_area`,
`abxy_area`, `analog_left` and `analog_right` each become eight hitboxes over
the same area, one per 45 degree sector measured from its centre, the way
RetroArch resolves them: there is no neutral middle, and the four corner
sectors fire two inputs. Any `_up` / `_down` / `_left` / `_right` override and
the per-side reach are honoured, and the desc's own art is kept as decoration
over the top. Exporting a cfg folds the eight back into the one area desc they
came from. `retrok_<key>` is a keyboard bind.
Alpha follows RetroArch (`input_driver.c`, `input_overlay_post_poll`): every
image sits at the overlay opacity, and a pressed control's image swaps to
`opacity * alpha_mod`. So `alpha_mod` above 1 lights a control up and below 1
fades it out, and both directions read as a press animation.
**Native `skin.lua`.** This module's own model written back out: one Lua
table, no flat key space, and a separate `imagePressed` per control that a
`.cfg` cannot express. Loaded with an empty environment, so a skin authored by
a stranger cannot reach `love` or `io`. Sizes here are full width and height
rather than RetroArch's half extents, because that is what an editor's numeric
fields mean.
```lua
return {
name = "my_skin",
pages = {
{
name = "main",
image = "img/bezel.png",
fullScreen = true,
viewport = { x = 0.0, y = 0.0, w = 1.0, h = 0.5, fill = false },
controls = {
{ bind = "a", x = 0.87, y = 0.72, w = 0.18, h = 0.10,
shape = "radial", image = "img/a.png", imagePressed = "img/a_down.png" },
},
},
},
}
```
**Delta `.deltaskin`.** A zip (any wrapping folder is stripped) holding an
`info.json` plus its art. The `representations` tree is walked
device / display type / orientation, and every orientation that exists becomes
a page; `page.orient` is the orientation key, so a portrait/landscape pair
auto-rotates like a RetroArch one. Item `frame` rects are top-left plus size in
`mappingSize` points and are converted to the native centre plus half extent;
`extendedEdges` merge per key into the reach fields; `mask: "circle"` becomes a
radial hitbox. A `dpad` or `thumbstick` item expands into the 3x3 grid, so the
corners fire two directions. `screens[1].outputFrame` (or the legacy
`gameScreenFrame`) becomes the screen cutout. A portrait page with neither
keeps `mappingSize` as the overlay aspect, sits at the bottom of the
window, and puts the Game Boy picture in the leftover space above -- the
usual GBA4iOS controller-deck layout. Pages that name a screen rect fit the
game into it. Host functions map to
engine hotkeys: `menu` to `menu_toggle`, `fastForward` to
`hold_fast_forward`, `toggleFastForward` to `toggle_fast_forward`;
`quickSave` and `quickLoad` have nothing to bind to and drop to decoration.
Both `com.rileytestut.delta.game.*` and Manic's `public.aoshuang.game.*`
identifiers are accepted, and a non Game Boy system warns instead of failing.
PDF artwork is usually a JPEG wrapped so iOS can scale it (Delta's
Image-to-PDF skins, Preview exports, and the like). Import extracts that
JPEG and draws it; a true vector PDF with no embedded image is still refused,
with a message asking for a PNG version. GBA4iOS `.gbcskin` / `.gbaskin` files
are an older, incompatible schema and are refused by name.
## Bindable actions
The eight Game Boy buttons: `a`, `b`, `start`, `select`, `up`, `down`,
`left`, `right`.
Engine hotkeys, handled in `Game:touchSkinHotkey`:
| Bind | Effect |
| --- | --- |
| `overlay_next`, `overlay_previous` | switch page, honouring `next_target` |
| `hold_fast_forward`, `fast_forward` | fast forward while held |
| `toggle_fast_forward` | step the speed option |
| `reset` | soft reset to the title |
| `menu_toggle` | open OPTIONS |
`screenshot`, `pause_toggle` and `exit_emulator` are recognised but have no
handler yet: a control bound to them draws and does nothing. Anything else,
`rewind` included, is not in the bind table at all, so the control falls back
to decoration and never captures a touch.
As an extension to the format, `key:<name>` presses any keyboard key, which is
how a skin button reaches a mod hotkey.
## Screen placement
`overlayN_viewport` is the cutout the picture is fitted into. The Game Boy
screen keeps its whole-pixel scale and letterboxes inside that rect rather than
stretching to it, so a bezel gets an exact 160x144 picture; `viewport_fill` is
parsed but does not stretch. `overlayN_viewport_expand = true` is an extension
that lets a widescreen bezel take the filling survey-zoom world view instead.
A viewport also implies the faithful-ratio lock. Without it the world pass
expands to fill the cutout and you get more map instead of a Game Boy screen.
Zoom still steps around that hole: OUT shows more map inside it, IN enlarges
the world, and the start menu stays at the hole's fit scale instead of
shrinking with the map.
An image-backed portrait overlay that has no explicit vertical anchor is treated
as a controller deck: it is contained without deformation and pinned to the
bottom on taller screens. The spare space belongs to the game above it.
When a skin is active, **SCREEN POS** reads **SKIN**: placement comes from the
skin rather than the normal Center / Upper / Top setting.
Border art often ships with a transparent hole and no `viewport` key. **Detect
screen from bezel** in the studio measures the hole out of the art's alpha
channel and writes the rect.
## Bezels versus pads
A skin whose active page binds nothing is a frame rather than a pad: a TV
surround, a handheld shell, a Super Game Boy border. Selected skins draw on
**desktop** as well as mobile; a gamepad does not hide them.
## Installing
Four roads, all of them landing in `skins/` in the save directory:
* **Import** on the Skins tab opens the host file picker for a `.zip` or a
`.deltaskin`.
* **Paste a skin link** in the tab's URL row, then **Add**. The download runs
on the fetch pool (`src/net/Fetch.lua`), so the launcher stays live, and the
row shows a spinner until it lands. A link to a bare `overlay.cfg` is wrapped
into an archive on the way in. This is the road that works on a phone, where
there is no file picker to speak of.
* Drop a `.zip` or `.deltaskin` on the launcher window while the Skins tab is
open.
* Copy a folder or archive into `skins/` by hand.
An archive is mounted in place, so there is nothing to unpack. It needs one
`skin.lua`, `.cfg` (`overlay.cfg` is preferred when there are several) or
`info.json`, plus the images it names.
Two ship bundled, both from libretro's `common-overlays` under CC-BY-4.0:
| Skin | Source | Shape |
| --- | --- | --- |
| `gb_anim` | `gamepads/gb_anim_portrait` | handheld shell, working buttons, two pages |
| `tv_crt` | `borders/tv-integer` | CRT television frame, no buttons |
Attribution lives in each folder's `README.md`. `tv_crt` is a photograph of a
real television: CC-BY-4.0 upstream, but treat it as a test asset rather than
shipping branding.
## The studio
Launcher, Skins tab, **My Skins** opens the Studio library on desktop and
mobile. **My Skins** is the only visual grid: real bezel previews plus create
and import actions, with each card owning Edit, Export and (for installed
skins) Delete. Choosing Edit opens a separate, canvas-first editor; the old
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. **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.
**Canvas.** A mock device at a chosen preset, so a phone skin is authored at
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 |
| Ultrawide 21:9 | 2560x1080 |
| Super Game Boy border | 256x224 |
The Super Game Boy preset locks the viewport to the real screen window,
160x144 at (48,40), so an SGB border cannot be drawn out of register.
**Editing.** Click a control to select it, drag to move, eight handles to
resize. Arrow keys nudge the selection one canvas pixel, shift-arrow ten. While
a control is dragged it snaps to the centres and edges of the other controls
and of the page itself when it comes within a few pixels, and the guide it
snapped to is drawn. X / Y / W / H are in canvas pixels, so a control can be
typed to the coordinate its art was drawn at. **Back** and **Front** move the
selection through the draw order. Bind, hitbox shape, hit reach and idle and
pressed images are per control; the bezel, the pages and the screen anchor are
per page. The SCREEN anchor is itself draggable and resizable; its default
shape is freeform, with an optional 10:9 lock.
**Bind** opens a grid of every bind the engine understands: the eight Game Boy
buttons, the diagonal pairs, every hotkey, desktop hotkeys and decoration.
The desktop section exposes `-` / `=`, `1` through `5`, `F1`, `F2` and `F10`
as `key:` controls, so a mobile button invokes the exact same game path as
its desktop shortcut. The COMBINE chips at the top toggle one part at a time,
which is how a pipe bind like `left|down` is built without typing it.
**Undo** and **Redo** in the top bar cover every edit (ctrl+Z / ctrl+Y, or
`u` / shift+`u` without a keyboard modifier). The stack holds the last 50
actions. `L` toggles the bind captions drawn on the canvas.
Each page can **Lock** to portrait or landscape. With **Match canvas** on
(the default), the page list picks a matching mock device and the canvas preset
picks a matching page. Turn Match canvas off to look at a portrait page on a
landscape device. **Pages** opens the page list, where a page is selected,
renamed or deleted.
Starting a new skin, opening another one or closing the studio with unsaved
edits prompts first, with Save first / Discard / Cancel.
A RetroArch overlay whose pages are already named portrait / landscape
(the auto-rotate convention) locks those pages and turns Match canvas on
when you open it. You do not have to click Lock first.
**Art.** The **Bezel**, **Idle art** and **Pressed art** rows open a
thumbnail grid of the images already in the skin folder, with `(none)` first;
the **Import** button there and beside each row opens the host file picker (`src/core/FilePicker.lua`: osascript, PowerShell,
zenity/kdialog) and copies the chosen PNG or JPG into `img/` under the name in
the SKIN field, then assigns it to that slot. Dropping a PNG or JPG on the
window does the same for whichever slot was last touched. A new bezel does not
move the screen anchor: press **Detect screen from bezel** to measure it out of
the art's alpha.
**Testing.** **Test** renders a game-composition preview behind the live overlay:
the 160x144 picture letterboxes inside the screen cutout, matching gameplay.
Clicking presses real Game Boy buttons and the footer reports what is held.
**Play** saves the skin, selects it, and boots the game with it.
**Saving.** **Save** writes `skins/<name>/skin.lua` and copies every image the
skin names, so the folder stands alone. **Export** offers three formats, and
the Skins tab's gear offers the same three for any installed skin:
| Export | Contents |
| --- | --- |
| gen1recomp `.zip` | the native `skin.lua`, the images, and the original `.cfg` when it came from one |
| RetroArch `.zip` | an `overlay.cfg` generated from the model, plus the images |
| Delta `.deltaskin` | an `info.json` generated from the model, plus the images |
All three are written store-only (`src/core/SkinZip.lua`) into `skins/_export/`
in the save directory, which is outside the folder the skin list scans, so an
export can never shadow the skin it came from. The notice names the full path
so a phone can find the file in its own file manager. On desktop **Show the
exported file** opens that folder.
## Not implemented
True vector Delta skins (PDF artwork with no embedded JPEG). Those still need
a PDF renderer this engine does not carry, so they are refused with a message
rather than imported half-drawn. PDF files that wrap a JPEG, the usual Delta
skin case, extract on import.