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274 lines
13 KiB
Markdown
274 lines
13 KiB
Markdown
# 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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`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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`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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`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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`tests/engine/skin_format_import_test.lua`,
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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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## Formats
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Three load: the native `skin.lua`, a RetroArch overlay `.cfg`, and a Delta
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`.deltaskin`. `skin.lua` wins when a folder has more than one. The launcher
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badges each installed skin with the format it was read from.
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**RetroArch overlay `.cfg`.** The libretro `common-overlays` collection loads
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as-is. Supported keys:
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| Key | Meaning |
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| --- | --- |
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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_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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| `overlayN_viewport` | `x,y,w,h`, the screen cutout |
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| `overlayN_viewport_fill` | parsed; the engine always fits, see below |
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| `overlayN_descM` | `binds,x,y,shape,range_x,range_y` |
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| `overlayN_descM_overlay` | control art |
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| `overlayN_descM_next_target` | page to switch to |
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| `overlayN_descM_range_mod`, `_alpha_mod` | per-control overrides |
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| `overlayN_descM_reach_x/_y/_up/_down/_left/_right` | hitbox reach |
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`x,y` is the centre and `range_x,range_y` are half extents, both normalized.
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Hitboxes are `radial` or `rect`. Pipe-separated binds (`left|down`) are one
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control that holds both. A `nul` desc is decoration: it draws and never
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captures a touch.
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The area desc types are expanded rather than ignored: `dpad_area`,
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`abxy_area`, `analog_left` and `analog_right` each become eight hitboxes over
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the same area, one per 45 degree sector measured from its centre, the way
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RetroArch resolves them: there is no neutral middle, and the four corner
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sectors fire two inputs. Any `_up` / `_down` / `_left` / `_right` override and
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the per-side reach are honoured, and the desc's own art is kept as decoration
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over the top. Exporting a cfg folds the eight back into the one area desc they
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came from. `retrok_<key>` is a keyboard bind.
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Alpha follows RetroArch (`input_driver.c`, `input_overlay_post_poll`): every
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image sits at the overlay opacity, and a pressed control's image swaps to
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`opacity * alpha_mod`. So `alpha_mod` above 1 lights a control up and below 1
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fades it out, and both directions read as a press animation.
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**Native `skin.lua`.** This module's own model written back out: one Lua
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table, no flat key space, and a separate `imagePressed` per control that a
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`.cfg` cannot express. Loaded with an empty environment, so a skin authored by
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a stranger cannot reach `love` or `io`. Sizes here are full width and height
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rather than RetroArch's half extents, because that is what an editor's numeric
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fields mean.
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```lua
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return {
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name = "my_skin",
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pages = {
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{
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name = "main",
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image = "img/bezel.png",
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fullScreen = true,
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viewport = { x = 0.0, y = 0.0, w = 1.0, h = 0.5, fill = false },
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controls = {
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{ bind = "a", x = 0.87, y = 0.72, w = 0.18, h = 0.10,
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shape = "radial", image = "img/a.png", imagePressed = "img/a_down.png" },
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},
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},
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},
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}
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```
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**Delta `.deltaskin`.** A zip (any wrapping folder is stripped) holding an
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`info.json` plus its art. The `representations` tree is walked
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device / display type / orientation, and every orientation that exists becomes
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a page; `page.orient` is the orientation key, so a portrait/landscape pair
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auto-rotates like a RetroArch one. Item `frame` rects are top-left plus size in
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`mappingSize` points and are converted to the native centre plus half extent;
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`extendedEdges` merge per key into the reach fields; `mask: "circle"` becomes a
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radial hitbox. A `dpad` or `thumbstick` item expands into the 3x3 grid, so the
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corners fire two directions. `screens[1].outputFrame` (or the legacy
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`gameScreenFrame`) becomes the screen cutout, and the skin stretches to the
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window the way Delta does rather than letterboxing. 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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Both `com.rileytestut.delta.game.*` and Manic's `public.aoshuang.game.*`
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identifiers are accepted, and a non Game Boy system warns instead of failing.
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PDF artwork is the one thing that does not come across: Delta's own templates
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are all-PDF and this engine has no rasterizer, so such a skin is refused with
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the message asking for a PNG version. GBA4iOS `.gbcskin` / `.gbaskin` files are
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an older, incompatible schema and are refused by name.
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## Bindable actions
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The eight Game Boy buttons: `a`, `b`, `start`, `select`, `up`, `down`,
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`left`, `right`.
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Engine hotkeys, handled in `Game:touchSkinHotkey`:
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| Bind | Effect |
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| --- | --- |
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| `overlay_next`, `overlay_previous` | switch page, honouring `next_target` |
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| `hold_fast_forward`, `fast_forward` | fast forward while held |
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| `toggle_fast_forward` | step the speed option |
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| `reset` | soft reset to the title |
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| `menu_toggle` | open OPTIONS |
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`screenshot`, `pause_toggle` and `exit_emulator` are recognised but have no
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handler yet: a control bound to them draws and does nothing. Anything else,
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`rewind` included, is not in the bind table at all, so the control falls back
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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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`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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stretching to it, so a bezel gets an exact 160x144 picture; `viewport_fill` is
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parsed but does not stretch. `overlayN_viewport_expand = true` is an extension
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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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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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## 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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## Installing
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Four roads, all of them landing in `skins/` in the save directory:
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* **Import** on the Skins tab opens the host file picker for a `.zip` or a
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`.deltaskin`.
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* **Paste a skin link** in the tab's URL row, then **Add**. The download runs
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on the fetch pool (`src/net/Fetch.lua`), so the launcher stays live, and the
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row shows a spinner until it lands. A link to a bare `overlay.cfg` is wrapped
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into an archive on the way in. This is the road that works on a phone, where
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there is no file picker to speak of.
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* Drop a `.zip` or `.deltaskin` on the launcher window while the Skins tab is
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open.
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* Copy a folder or archive into `skins/` by hand.
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An archive is mounted in place, so there is nothing to unpack. It needs one
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`skin.lua`, `.cfg` (`overlay.cfg` is preferred when there are several) or
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`info.json`, plus the images it names.
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Two ship bundled, both from libretro's `common-overlays` under CC-BY-4.0:
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| Skin | Source | Shape |
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| --- | --- | --- |
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| `gb_anim` | `gamepads/gb_anim_portrait` | handheld shell, working buttons, two pages |
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| `tv_crt` | `borders/tv-integer` | CRT television frame, no buttons |
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Attribution lives in each folder's `README.md`. `tv_crt` is a photograph of a
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real television: CC-BY-4.0 upstream, but treat it as a test asset rather than
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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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**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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| Preset | Size |
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| --- | --- |
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| Phone portrait / landscape | 1080x1920, 1920x1080 |
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| Tablet portrait / landscape | 1536x2048, 2048x1536 |
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| Steam Deck | 1280x800 |
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| Desktop 1080p | 1920x1080 |
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| Ultrawide 21:9 | 2560x1080 |
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| Super Game Boy border | 256x224 |
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The Super Game Boy preset locks the viewport to the real screen window,
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160x144 at (48,40), so an SGB border cannot be drawn out of register.
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**Editing.** Click a control to select it, drag to move, eight handles to
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resize. Arrow keys nudge the selection one canvas pixel, shift-arrow ten. While
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a control is dragged it snaps to the centres and edges of the other controls
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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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**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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**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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actions. `L` toggles the bind captions drawn on the canvas.
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Each page can **Lock** to portrait or landscape. With **Match canvas** on
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(the default), the page list picks a matching mock device and the canvas preset
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picks a matching page. Turn Match canvas off to look at a portrait page on a
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landscape device. **Pages** opens the page list, where a page is selected,
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renamed or deleted.
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Starting a new skin, opening another one or closing the studio with unsaved
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edits prompts first, with Save first / Discard / Cancel.
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A RetroArch overlay whose pages are already named portrait / landscape
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(the auto-rotate convention) locks those pages and turns Match canvas on
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when you open it. You do not have to click Lock first.
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**Art.** The **Bezel**, **Idle art** and **Pressed art** rows open a
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thumbnail grid of the images already in the skin folder, with `(none)` first;
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the **Import** button there and beside each row opens 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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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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the Skins tab's gear offers the same three for any installed skin:
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| Export | Contents |
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| --- | --- |
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| gen1recomp `.zip` | the native `skin.lua`, the images, and the original `.cfg` when it came from one |
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| RetroArch `.zip` | an `overlay.cfg` generated from the model, plus the images |
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| Delta `.deltaskin` | an `info.json` generated from the model, plus the images |
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All three are written store-only (`src/core/SkinZip.lua`) into `skins/_export/`
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in the save directory, which is outside the folder the skin list scans, so an
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export can never shadow the skin it came from. The notice names the full path
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so a phone can find the file in its own file manager. On desktop **Show the
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exported file** opens that folder.
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## Not implemented
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Delta skins whose art is PDF only. Rasterizing them needs a PDF renderer this
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engine does not carry, so they are refused with a message rather than imported
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half-drawn.
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