The semantics differ slightly for radial and rect hitbox types. Range_x and range_y describe the size of the button. radial (circle, ellipsis) and rect (rectangular) shapes are supported. Hitbox_type describes which type of shape the button has. Position_x and position_y are the x and y coordinates in pixels of the source image for the center of the button. overlay_next is a special bind designed to swap to the next overlay, or wrap around to the first one.įor an up-to-date view of what buttons are called, check: input_player1_start would translate to start here. The names are the same as in the general input config, e.g. The format is: "button,position_x,position_y,hitbox_type,range_x,range_y"īutton corresponds to the input event being generated. We must also describe where on the overlay image buttons can be found for each overlay.Į.g.: overlay0_descs = 3 # Three buttons for this overlay in total It is possible to stretch the overlay to full screen (instead of viewport) by specifying this option: overlay0_full_screen = true The aspect ratio of the game causes there to remain large black borders around the game image. The default (stretch to full screen) could be described as such: overlay0_rect = "0.0,0.0,1.0,1.0"īy default, overlays will be stretched out to fill game viewport. This will render the overlay to x = 0.2, y = 0.3 with size width = 0.5, height = 0.4. In the top-left corner to in the lower-right corner. We assume that the game screen has normalized coordinates in X and Y that span from It is possible to set the placement using for example: overlay0_rect = "0.2,0.3,0.5,0.4" However, for some overlays, this is not practical. Screen placementīy default, the overlay image will be stretched out to fill the whole game image. On Unix-like systems ~/ is recognized as $HOME. If the path is absolute, absolute paths will be used. The paths are relative to where the overlay config is loaded from. Overlay1_overlay = overlay_img1.png # Optional Overlay0_overlay = overlay_img0.png # Optional Where on the screen the overlay should be displayed.įirst we configure how many overlays we use, and where they can be found.Which coordinates on each overlay correspond to which input event.Input is not only restricted to gamepad input, but can also work with any input that is bindable in RetroArch, e.g. The overlay system supports use of multiple overlays that can be switched out on the fly. The config file uses the same config file syntax as RetroArch itself. The overlay is described in a config file *.cfg. This allows skinners and themers to go wild. Since the overlay is an image, the user should be able to fully configure the look and functionality of this overlay. The overlay image is displayed with transparency over the regular game image, and the user is able to trigger input by pressing on certain parts of the overlay. The purpose of this is to allow some kind of input interface that is mouse/touch oriented. RetroArch supports overlay images for use with hardware accelerated drivers.
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