Goo: Gui and Animation library.

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bartbes
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Re: Goo: Gui and Animation library.

Post by bartbes »

There kind of is a reason for the change though...
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Robin
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Re: Goo: Gui and Animation library.

Post by Robin »

Yes: http://en.wikipedia.org/wiki/BSD_licens ... ense.22.29

“The original BSD license contained a clause not found in later licenses, known as the "advertising clause". This clause eventually became controversial, as it required authors of all works deriving from a BSD-licensed work to include an acknowledgment of the original source in all advertising material. (...) This clause was objected to on the grounds that as people changed the license to reflect their name or organization it led to escalating advertising requirements when programs were combined together in a software distribution—every occurrence of the license with a different name required a separate acknowledgment. In arguing against it, Richard Stallman has stated that he counted 75 such acknowledgments in a 1997 version of NetBSD. In addition, the clause presented a legal problem for those wishing to publish BSD-licensed software which relies upon separate programs using the more-restrictive GNU GPL: the advertising clause is incompatible with the GPL, which does not allow the addition of restrictions beyond those it already imposes.”

Note that this is very different from CC-BY, which I think is a good choice, because CC-BY only requires mentions with the program/work itself.
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Luiji
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Re: Goo: Gui and Animation library.

Post by Luiji »

I just generally think that the Creative Common licenses are not well suited for software.
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Robin
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Re: Goo: Gui and Animation library.

Post by Robin »

Why? Especially CC-BY is basically WTFPL, only you put up a mention of your source, which most people would do out of courtesy anyway.
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Luiji
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Re: Goo: Gui and Animation library.

Post by Luiji »

Because CC targets art, but I guess there's no logical reason not to use CC licenses.
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paccer
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Re: Goo: Gui and Animation library.

Post by paccer »

is it just me, or is the goo.textinput:setMultiline part broken? :(

if i call :setMultiline(true) before :setText("hello\nworld"), i get

Code: Select all

Error

goo/objects/textinput.lua:196: attempting to call a string value
edit:
using latest git version

calling :setText("helloworld") (text without newline, with multiline set to true) gives "attempting to call a nil value" instead

the line its complaining about seems to be

Code: Select all

local lines = string.match( text, "(.*)\n" )
hope that kinda makes sense
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adrix89
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Re: Goo: Gui and Animation library.

Post by adrix89 »

Is there anyway to make this work with love 0.7 beta?
I use Workflowy but you can check out Dynalist as its the better offer.
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Robin
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Re: Goo: Gui and Animation library.

Post by Robin »

adrix89 wrote:Is there anyway to make this work with love 0.7 beta?
It won't be very hard, probably. Looking at the dates, this is 0.6-era (technically, it still is), and there are few incompatibilities between 0.6 and 0.7. Text origin is the big one, and that is not very hard to change.
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adrix89
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Re: Goo: Gui and Animation library.

Post by adrix89 »

To get it to work with 0.7
Add the second argument fonts.oldsans12 with 14 in both goo/skin default and dark style.lua and get rid of GOO_SKINPATH ..
Search for fontH in goo/objects button.lua and change it to this -(fontH*0.5) and for textinput.lua delete it
The go to panel.lua and replace the print with love.graphics.print( self.title, 0, -12)

scrlog.lua in the main folder and find the print and replace it with love.graphics.print(scrlog.lines[i + scrlog.scroll], scrlog.textxOffset, ((i-1)*scrlog.fontHeight))
I'm not sure if its -1 or +1 or none at all,check when you use that function

This should work almost like the 0.6 atleast for the demo
However i don't know why the text is rendered fatter

UPDATED!!

To get multiline support in textinput set the print too love.graphics.print( txt, 5-self.textXoffset, (self.fontH*(i-1)))
and the blink rectangle love.graphics.rectangle('fill', w+5, 5+(self.fontH*(self.linePos-1)), self.style.cursorWidth, self.fontH)
The leading was broken in 0.6 too!!!
I use Workflowy but you can check out Dynalist as its the better offer.
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adrix89
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Re: Goo: Gui and Animation library.

Post by adrix89 »

Why isn't there a text outputting?
Anybody knows a way to display text in a panel?
Cause I have no idea how to super.draw an goo object (there is no self)
I use Workflowy but you can check out Dynalist as its the better offer.
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