RetroArch supports overlay images for use with hardware accelerated drivers. The purpose of this is to allow some kind of input interface that is mouse/touch oriented. The overlay images are displayed with transparency over the regular game image, and the
user is able to trigger input by pressing on certain parts of the overlay.
Since the overlay is a series of images, the user should be able to fully configure the look and functionality of this overlay. This allows skinners and themers to go wild.
Libretro overlay repositories¶
The Libretro Organization hosts a repositories on Github that contains a compilation of overlays made with the Overlay Specification.
- Interactive overlays are managed within: https://github.com/libretro/common-overlays
- Decorative border overlays are managed within: https://github.com/libretro/overlay-borders
The overlay is described in a config file (.cfg). The config file uses the same config
file syntax as RetroArch itself.
The overlay system supports use of multiple overlays that can be switched out on the fly.
Input is not only restricted to gamepad input, but can also work with any input that is
bindable in RetroArch, e.g. save states, rewind, load state, etc.
The config file describes:
- Which full-screen overlay images to use (.png, .tga, etc).
- The hitbox for each input event, i.e. "size" of the button.
- Which image should be shown over the input descriptors individually (optional).
- Where on the screen the entire overlay should be displayed.
First we configure how many overlays we use. Every overlay can have one overlay which fills
the entire rectangle (overlay%u_rect), but is optional. The full-rect overlay is supported
for compatibility with older format. It is less flexible than per-button overlays and
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The paths are relative to where the overlay config is loaded from. If the path is absolute,
absolute paths will be used. On Unix-like systems ~/ is recognized as $HOME/.
By default, the overlay image will be stretched out to fill the whole game image. However,
for some overlays, this is not practical.
It is possible to set the placement using for example:
We assume that the game screen has normalized coordinates in X and Y that span from [0, 0] in
the top-left corner to [1, 1] in the lower-right corner.
This will render the overlay to x = 0.2, y = 0.3 with size width = 0.5, height = 0.4. The
default (stretch to full screen) could be described as such:
Full-screen vs. full-viewport overlays¶
By default, overlays will be stretched out to fill game viewport. However, in some cases the
aspect ratio of the game causes there to remain large black borders around the game image.
It is possible to stretch the overlay to full screen (instead of viewport) by specifying this option:
We must also describe where on the overlay image buttons can be found for each overlay. E.g.:
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The format is:
button corresponds to the input event being generated. The names are the same as in the
general input config, e.g. input_player1_start would translate to start here. overlay_next is a
special bind designed to swap to the next overlay, or wrap around to the first one.
Button nul means no input.
For an up-to-date view of what buttons are called, check the input_config_key_map variable in:
position_x and position_y are the x and y coordinates in pixels of the source image for the
center of the button. It is possible to use normalized coordinates as well. This is necessary
when a full-screen overlay is not used. overlay0_desc0_normalized = true will force normalized
coordinates. overlay0_normalized = true sets all descriptors to true unless overridden specifically.
hitbox_type describes which type of shape the button has. radial (circle, ellipsis) and
rect (rectangular) shapes are supported.
range_x and range_y describe the size of the button. The semantics differ slightly for radial
and rect hitbox types. For radial shape, range_x and range_y describe the radius in x and y
directions in pixels of the source image. For rect shape, the range_x and range_y values represent
the distance from center to the edge of the rect in terms of pixels of the source image.
E.g. a range_x of 20 would mean the width of the rectangular is 40 pixels in total.
A special type of button is analog_left and analog_right. These translate to analog sticks.
These buttons must have hitbox type radial. It is possible to configure where saturation kicks in
using overlay%u_desc%u_saturate_pct. E.g. a value of 0.75 means the 75% inner part contains the
entire analog range. Outside the 75% it will be fully saturated.
Using per-button overlays¶
It is possible to use individual overlays per button. The given image will be displayed with
same size as the hitbox in the input descriptor.
Let overlay buttons move around when pressed¶
For especially overlay buttons which map to analogs, it is useful to allow an image to follow
the movement of the finger. To enable an overlay to follow the finger movement within its
bounding area use the movable attribute:
Let buttons light up when they are pressed¶
When using individial overlays per button it will make sense to have buttons light up
when they are pressed. To do this, the alpha value per-button will be multiplied by a factor.
To set a default across all descriptors for an overlay, you can do so:
Let buttons have bigger hitbox when they are pressed¶
When pressed, you can make the hitboxes larger while the button is pressed:
Triggering multiple buttons with one desc¶
It's possible to trigger multiple buttons (e.g. diagonals) with one overlay desc.
will trigger both left and up at same time.
Go to arbitrary overlay index¶
To build some kind of menu system, one would need the ability for overlay_next to
refer to any overlay. To do this, two extra things must be configured:
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