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gen1recomp/docs/skin-studio.md
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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 the rectangle the Game Boy screen is drawn into. Engine: src/core/TouchSkin.lua (model, parsers, zip export), src/core/TouchControls.lua (draw and input), src/render/Renderer.lua (the screen viewport), src/ui/SkinStudio.lua (the desktop editor). Tests: tests/engine/touch_skin_test.lua, tests/engine/skin_studio_test.lua, tests/engine/launcher_skins_tab.lua.

Skins are picked in the launcher's Skins tab, which also imports them and opens the studio. options.touchControls.skin holds the folder name.

Formats

Two load. skin.lua wins when a folder has both.

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 stretch the page to the window
overlayN_rect page placement, default 0,0,1,1
overlayN_aspect_ratio fallback aspect when not 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.

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.

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" },
      },
    },
  },
}

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.

The screen viewport

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.

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. Those draw on desktop as well, where the touch overlay itself does not, and a gamepad does not hide them. Anything that binds a button still follows the usual mobile / POKEPORT_TOUCH rule.

Installing

Drop a folder or a .zip into skins/ in the save directory, or drop a zip on the launcher window while the Skins tab is open. A zip is mounted in place, so there is nothing to unpack. The folder needs one skin.lua or .cfg (overlay.cfg is preferred when there are several) and 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, Open Skin Studio, or the gear on any skin row to open that skin. Desktop only: the launcher does not offer it on Android or iOS, because it wants a mouse, typed coordinates and room for an inspector.

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
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. X / Y / W / H are in canvas pixels, so a control can be typed to the coordinate its art was drawn at. Bind, hitbox shape, hit reach and idle and pressed images are per control; the bezel, the pages and the screen cutout are per page. The cutout is itself a draggable element with a 10:9 lock. Drop a PNG or JPG on the window to import art into the skin.

Testing. Test makes the canvas live: 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 packs it as one zip (src/core/SkinZip.lua, store-only) carrying the native skin.lua, the images, and the original .cfg when it came from one. An exported skin drops straight back into skins/ and still opens in RetroArch.

Not implemented

RetroArch's analog_*, dpad_area, abxy_area and retrok_* desc types. Image assignment cycles through art already in the skin folder; there is no file browser, so new art arrives by drag and drop.