Showcase your libraries, tools and other projects that help your fellow love users.
Ellina
Prole
Posts: 6 Joined: Wed Oct 23, 2013 4:08 pm
Post
by Ellina » Fri Mar 21, 2014 5:21 pm
Hi there !
I have an issue with the text input object. Each time I put my mouse on the text input field I got the same error :
Code: Select all
Error: Could not open file ibeam. Does not exist.
It seems to come from textinput.lua
Code: Select all
if version == "0.9.0" then
local cursorset = self.cursorset
if hover then
if not cursorset then
local curcursor = love.mouse.getCursor()
local newcursor = love.mouse.newCursor("ibeam")
love.mouse.setCursor(newcursor)
self.prevcursor = curcursor
self.cursorset = true
end
else
if cursorset then
local prevcursor = self.prevcursor
love.mouse.setCursor(prevcursor)
self.cursorset = false
end
end
end
on the line 142
Code: Select all
local newcursor = love.mouse.newCursor("ibeam")
How can I fix this ?
slime
Solid Snayke
Posts: 3166 Joined: Mon Aug 23, 2010 6:45 am
Location: Nova Scotia, Canada
Contact:
Post
by slime » Fri Mar 21, 2014 5:39 pm
If you change love.mouse.newCursor to [wiki]love.mouse.getSystemCursor[/wiki] it should fix that issue.
Ellina
Prole
Posts: 6 Joined: Wed Oct 23, 2013 4:08 pm
Post
by Ellina » Fri Mar 21, 2014 5:51 pm
Thank you
Klowner
Prole
Posts: 7 Joined: Thu Mar 13, 2014 8:23 pm
Post
by Klowner » Wed Apr 02, 2014 2:40 pm
Eagerly awaiting an 0.9.1 compatible version
davisdude
Party member
Posts: 1154 Joined: Sun Apr 28, 2013 3:29 am
Location: North Carolina
Post
by davisdude » Wed Apr 02, 2014 11:16 pm
It is compatible already
slime wrote: 0.9.1's API is fully backward compatible with existing 0.9.0 games.
GitHub |
MLib - Math and shape intersections library |
Walt - Animation library |
Brady - Camera library with parallax scrolling |
Vim-love-docs - Help files and syntax coloring for Vim
Fenrir
Party member
Posts: 222 Joined: Wed Nov 27, 2013 9:44 am
Contact:
Post
by Fenrir » Thu Apr 03, 2014 7:47 am
Well actually there are some "love._version == "0.9.0"" in LoveFrames to update to make it compatible with 0.9.1. But after doing it, I can confirm that it seems to work without problems.
Cheers,
Klowner
Prole
Posts: 7 Joined: Thu Mar 13, 2014 8:23 pm
Post
by Klowner » Fri Apr 04, 2014 6:49 pm
Edit: looks like this isn't needed anymore!
Until an official release is made, I branched and added version checks that work with 0.9.1 if anyone needs it in the meantime.
https://github.com/Klowner/LoveFrames
Last edited by
Klowner on Sun Apr 06, 2014 4:13 am, edited 1 time in total.
Izzo
Prole
Posts: 15 Joined: Wed Dec 26, 2012 10:56 pm
Location: Aberystwyth, Uk
Post
by Izzo » Sat Apr 05, 2014 6:12 pm
I was just wondering is there a technical reason for using:
Code: Select all
local stencilfunc = function() love.graphics.rectangle("fill", x, y, width, height) end
...
love.graphics.setStencil(stencilfunc)
instead of
Code: Select all
love.graphics.setScissor(x, y, width, height)
Does Löve handle the two differently?
Ragzouken
Citizen
Posts: 84 Joined: Fri Aug 10, 2012 7:59 am
Contact:
Post
by Ragzouken » Sat Apr 05, 2014 11:50 pm
scissor isn't affected by graphics transformations, i guess that would be why?
ixjf
Prole
Posts: 19 Joined: Sat Apr 27, 2013 10:27 am
Post
by ixjf » Tue Apr 08, 2014 9:59 pm
Is there any specific reason why the text object's method "DrawText" is in the object file rather than in the skin?
BTW, I ported Löve Frames to MTA:SA - https://love2d.org/imgmirrur/WDp1AdC.png - this is VERY slow, though. From about 30FPS with camera faded out, to less than 5 FPS - that's about an 84% performance decrease.
Another picture, now of the text input object: https://love2d.org/imgmirrur/gznG1QE.png
I used to be an adventurer like you, but then I took an arrow in the knee.
Users browsing this forum: No registered users and 2 guests