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add 3ds to the list of supported platforms in the readme
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README.md

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@@ -9,7 +9,7 @@ It is written in [OOP](https://en.wikipedia.org/wiki/Object-oriented_programming
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## Platform support
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This officially supports Linux, Windows, MacOS, Android and Nintendo switch.
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This officially supports Linux, Windows, MacOS, Android, Nintendo Switch and Nintendo 3DS.
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Why these? Because it was fun to port the application to those platforms 😋
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[Linux (Flatpak)](https://github.com/mgerhold/oopetris/actions/workflows/flatpak.yml)
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[Nintendo Switch](https://github.com/mgerhold/oopetris/actions/workflows/nintendo.yml)
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[Nintendo Switch /3DS](https://github.com/mgerhold/oopetris/actions/workflows/nintendo.yml)
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There is no correct Windows and MacOS build atm, you have to built it yourself or use the (maybe not published yet) release builds on github.
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docs/3ds.md

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# Nintendo 3DS build
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## Prerequisites
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- a C++23 compatible cross compiler, we only support The [devkitpro](https://devkitpro.org/) one
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- meson
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## Compiling
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Cross Compiling is only possible on linux-like systems.
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SDL2 officially supports 3ds, so there are no portlibs, so on the initial run of the bash script, SDL2 will be built, and installed into the devkitpro portlibs root folder, this might need sudo (but installing the other toolchains from devkitpro required that too).
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We use meson and cross-compilation files, everything is wrapped into shell script, so you just need to run:
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```bash
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./platforms/build-3ds.sh
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```
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After that you can find the runnable executable (also supports emulators)
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in `build-3ds/oopetris.3dsx`

docs/develop.md

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@@ -22,6 +22,12 @@ For concrete instructions, see the list below:
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[switch](switch.md)
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## Nintendo 3DS
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[switch](3ds.md)
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## Android
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[android](android.md)

src/ui/components/color_picker.cpp

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@@ -130,7 +130,7 @@ void detail::ColorCanvas::draw_pseudo_circle(const ServiceProvider& service_prov
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u32 diameter = 5;
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// width == height here, since we assured that in the construction of the layout fro this component, so instead of taking the min of width and height i just use width, this fact is only used here, since it's not that bad, if it changes sometime in teh future
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// width == height here, since we assured that in the construction of the layout fro this component, so instead of taking the min of width and height i just use width, this fact is only used here, since it's not that bad, if it changes sometime in the future
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if (const double percentage_diameter = static_cast<double>(layout().get_rect().width()) * 0.03;
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percentage_diameter >= static_cast<double>(diameter)) {
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diameter = static_cast<u32>(percentage_diameter);
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this->m_color = Color{ hsv_color };
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// if we hover at e.g. the edges, and don't change anything, we don't need to call after_color_change
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// this also helps, since the slider reports change on click and on release, even if teh position doesn't change there
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// this also helps, since the slider reports change on click and on release, even if the position doesn't change there
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if (previous_color == this->m_color) {
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return;
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}

src/ui/components/textinput.cpp

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@@ -335,7 +335,7 @@ void ui::TextInput::recalculate_textures(bool text_changed) { //NOLINT(readabili
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} else if ((m_scaled_text_size - cursor_middle) < static_cast<u32>(fill_rect().width())) {
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final_offset = m_scaled_text_size - static_cast<u32>(fill_rect().width());
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// if we reached the end, we have shift the cursor for some pixels, so that we can see the bar xD, thsi strectehces it slightly, but it's a simple solution
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// if we reached the end, we have shift the cursor for some pixels, so that we can see the bar xD, this stretches it slightly, but it's a simple solution
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if ((m_scaled_text_size - cursor_middle) <= static_cast<u32>(fill_rect().width() / 2)) {
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final_offset += 2 * cursor_width;
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}

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