Hm but how?
What about this part though?
overlay1_name = "portrait"
overlay1_full_screen = true
overlay1_normalized = true
overlay1_range_mod = 1.5
overlay1_alpha_mod = 2.0
overlay1_aspect_ratio = 0.45
Hm but how?
What about this part though?
overlay1_name = "portrait"
overlay1_full_screen = true
overlay1_normalized = true
overlay1_range_mod = 1.5
overlay1_alpha_mod = 2.0
overlay1_aspect_ratio = 0.45
oh whoops, it wasn’t scrolling when I looked at it before lol! my mistake!
ok, so it looks like you’re missing the one other necessary bit for autorotation: you need a button to go to the rotated overlay. It doesn’t have to be big (it can be as small as 1 pixel or even off-screen, I think), it just has to exist.
So, just like you have overlay0_desc20, just make a desc21 that points to the “portrait” overlay and tuck it away somewhere where you won’t hit it accidentally, and then do the same for portrait -> landscape.
Ok, that finally worked! Tyvm!
w00t, yeah, I had forgotten about that part. That’s the problem with this kind of automagic stuff…
can negative values be used for x/y positioning to place this marker off-screen?
I believe so. I haven’t tested that myself, but I think it should work, yeah. If that doesn’t work, you can probably just go the other way. That is, >1.
placing it @ 0,0 worked just great!
Negative values are supported in RetroArch. Some builtin overlays using this to hide switch-buttons. Tick “Show offscreen” checkbox to reveal those buttons (sometimes requires small screen size).
Slider range is 0…1 in editor but values can also be entered manually in corresponding fields.
Thank you! I’m gonna use that.
BTW Do you happen to know what does these commands/inputs do ? (Found it on one of the default portrait overlays)
overlay0_block_y_separation = true
overlay0_block_x_separation = false
Those are relatively recent additions. Using if “Auto-Scale Overlay” option is enabled (fixes distortion on different screen aspect ratios). By default buttons are shifted to sides.
overlay0_block_x_separation = true
This will keep overall aspect ratio and add empty bars to sides in landscape orientation. I think this should be used with fullscreen background image to keep buttons aligned wit it.
overlay0_block_y_separation = true
This should be same but for portrait. And for me this option had no effect - RA always behaves like it set to true (quite outdated version though)
Perfect, so with this you can control the auto-scale overlay shifting of the elements. And thanks for confirming something that drove me crazy: i was trying to do a portrait overlay, making use of the auto-scale shifting, but (like you said), for some reason elements never shifted vertically. (does work in landscape mode) I hope this issue gets fixed sometime.
Btw i’m making good use of the editor, do you plan of adding features or updating it? cause i thought of a couple of things that could be useful. For example, when adding custom images, let them show at the top of the list/selection menu. And also adding the missing options for up|left / up|right / down|left / down|right to the selection menu/list.
Combo commands can be entered manually in field. I did not include them intentionally. Even some builtin overlays has strange combinations (like r2|y in nintendo64). Also more than 2 commands may be used. So list will be to long with all “common variants”
New images placed at the end of list if has new names. If name already in list it remains in place… But moving all new files to top is good idea.
I did some digging and this appears to be intentional:
If you guys are in a position to compile RA on your own, you might try removing that particular boolean check and see if it acts in a way that’s more sensible.
Thanks @hunterk for taking time to investigate this, so now we know it was intentional. My idea take benefit of the autoscale option, is to set 4 elements shifted to each corner,
When the screen resolution or RA windows changes, these elements always stay on the edges, while applying vertical and horizontal elements centered on the back, so those will fill the empty space when those border elements move from each other.
That worked great for a landscape overlay, but when i tried a portrait one, i see the elements shift to the sides or stay in the horizontal border, but stay always vertically centered. I made a 16:9 screen ratio portrait overlay @ 1080x1920, and when i tried that on a phone that has a taller screen ratio, (18,5:9) . I got a vertically centered overlay, with the screen or view port stick or shifted to the top edge. (like it does on landscape mode) just like this:
Anyways, I’m gonna put this here so maybe its useful for some one, or maybe i forget what i did:
Ended up, doing this: made the portrait overlay at the most common screen ratio used mobile phones nowadays ( 9:20 ) at a resolution of 1080x2400.
On 9:20 and 9:18.5 aspect ratios screens, i set the video scaling to 4:3, and i get the game screen on place with the overlay.
For a smaller aspect ratio (9:16) i set video scaling to CORE PROVIDED to fit in the overlay viewport space.
It did not build (dependency hell). I still have itch to do something with this… But instead of another attempt to fight it, I just created issue ticket.
Small update:
Is there a way to add a background image in the editor itself, or do we have to add that to the overlay ourselves by editing the config file directly? Sorry if it’s a dumb question, I’m a complete novice at creating overlays.
Click “Create/Edit” under overlay section, then tick “Edit current overlay” checkbox. It automatically opens additional overlay parameters. Add new line with file name
overlay = your_image.png
File name should be in double quotes if contains spaces or path slashes. This is not much different from editing config - this is only shortcut for overlayXX_overlay = image.png in .cfg file
How can I animate the controls? It’s possible?
not exactly. You can do a sort of fake animation, though, by making a background with the pressed button state and then you cover it with an unpressed image and set it to go transparent on activation. This makes the unpressed image disappear and reveal the pressed state, which looks like animation.