GOOi, an Android-Oriented GUI Library
Re: GOOi, an Android-Oriented GUI Library
I just realized pressing backspace on a text input field does not erase the text, and setting the text on the field to an empty string also does not work. Any ideas?
https://github.com/Sulunia
- alberto_lara
- Party member
- Posts: 372
- Joined: Wed Oct 30, 2013 8:59 pm
Re: GOOi, an Android-Oriented GUI Library
Last time I checked, that worked just fine, let me see.
EDIT: I could not reproduce the issue, are you still seeing it? if so, can you provide a .love please?
EDIT: I could not reproduce the issue, are you still seeing it? if so, can you provide a .love please?
Re: GOOi, an Android-Oriented GUI Library
Sure!alberto_lara wrote: ↑Thu Sep 21, 2017 1:34 am Last time I checked, that worked just fine, let me see.
EDIT: I could not reproduce the issue, are you still seeing it? if so, can you provide a .love please?
I used your library for a small school project about threads. I already showed it to the teacher, but the fact the text won't erase is still bugging me.
(I also apologize for the very ghetto UI definition, I did the whole thing in less than an hour.)
- Attachments
-
- love2d-8thread.love
- This ain't even on github, given it was rushed beyond belief.
- (3.55 MiB) Downloaded 634 times
https://github.com/Sulunia
- alberto_lara
- Party member
- Posts: 372
- Joined: Wed Oct 30, 2013 8:59 pm
Re: GOOi, an Android-Oriented GUI Library
Ok, I see the problem now, when using GOOi in a desktop environment use gooi.desktopMode() before creating any element.
* You also forgot to add gooi.update(dt) in love.update(dt)
* You need to add as well:
I think a didn't mentioned all these in the Wiki, let me add them, sorry for the inconvenient.
* You also forgot to add gooi.update(dt) in love.update(dt)
* You need to add as well:
Code: Select all
function love.keypressed(k, code, isrepeat) gooi.keypressed(k, code) end
function love.keyreleased(k, code, isrepeat) gooi.keyreleased(k, code) end
Re: GOOi, an Android-Oriented GUI Library
Hi! First of all, it's a awesome library and really cool.
One thing, I stumbled several times over is the function setText(string).
If I have a textbox, where the user can write in and I want to fill it automatically with setText(string) it adds the string to the one, which is already in it.
Example:
returns a text-box with "[name]" in it.
Now i read the name out of a file and want to offer this as a default-entry.
The result is a Textblock with: "[name]Hotzenplotz"
But the wanted result is just "Hotzenplotz".
Does anyone knows how to fix it? My first attempt was, that gooi has a special function to clean the Textboxes, but I found no :-(
One thing, I stumbled several times over is the function setText(string).
If I have a textbox, where the user can write in and I want to fill it automatically with setText(string) it adds the string to the one, which is already in it.
Example:
Code: Select all
txt_name = gooi.newText():setText("[name]")
Now i read the name out of a file and want to offer this as a default-entry.
Code: Select all
txt_name:setText(string_out_of_a_file) --for example "Hotzenplotz"
But the wanted result is just "Hotzenplotz".
Does anyone knows how to fix it? My first attempt was, that gooi has a special function to clean the Textboxes, but I found no :-(
- alberto_lara
- Party member
- Posts: 372
- Joined: Wed Oct 30, 2013 8:59 pm
Re: GOOi, an Android-Oriented GUI Library
Hey, sorry for the delay, this was fixed a few days (or weeks?) ago
Re: GOOi, an Android-Oriented GUI Library
Hi Alberto, your lib looks very promising, nice work on it, it makes a solid appearance.
I'm just wondering, can I use image buttons and image fonts with your lib?
I think it's important to provide a GUI that matches the overall feeling of the game to let it look fancy and juicy. A simple icon in the button isn't enough, tho. Using the default theme (even when changing colors) in a colorful low-pixel game wouldn't look so well imo.
I'm just wondering, can I use image buttons and image fonts with your lib?
I think it's important to provide a GUI that matches the overall feeling of the game to let it look fancy and juicy. A simple icon in the button isn't enough, tho. Using the default theme (even when changing colors) in a colorful low-pixel game wouldn't look so well imo.
Visual Studio Code Template • RichLÖVE Mobile (AdMob+UnityAds+PlayGamesServices+GameCenter) • Add me on Discord
───▄▀▀▀▄▄▄▄▄▄▄▀▀▀▄───
───█▒▒░░░░░░░░░▒▒█───
────█░░█░░░░░█░░█────
─▄▄──█░░░▀█▀░░░█──▄▄─
█░░█─▀▄░░░░░░░▄▀─█░░█
───▄▀▀▀▄▄▄▄▄▄▄▀▀▀▄───
───█▒▒░░░░░░░░░▒▒█───
────█░░█░░░░░█░░█────
─▄▄──█░░░▀█▀░░░█──▄▄─
█░░█─▀▄░░░░░░░▄▀─█░░█
- alberto_lara
- Party member
- Posts: 372
- Joined: Wed Oct 30, 2013 8:59 pm
Re: GOOi, an Android-Oriented GUI Library
@modiX yes, GOOi has support for that somehow, use the function, it receives a lua string or a LOVE image. I haven't tested this function with all the components though, so thanks for the heads up.
GOOi 0.0.6 os out! (btw) https://github.com/tavuntu/gooi/wiki/Change-Log#006
EDIT: It looks like it works just fine
.love:
Code: Select all
:setBGImage()
GOOi 0.0.6 os out! (btw) https://github.com/tavuntu/gooi/wiki/Change-Log#006
EDIT: It looks like it works just fine
.love:
- alberto_lara
- Party member
- Posts: 372
- Joined: Wed Oct 30, 2013 8:59 pm
Re: GOOi, an Android-Oriented GUI Library
now that I see this, maybe a small texture being repeated in X and Y would be more useful, right?
Re: GOOi, an Android-Oriented GUI Library
Thanks for the response, looks nice, I will use your lib for my mobile games from now on =)alberto_lara wrote: ↑Fri Feb 23, 2018 6:59 pm @modiX yes, GOOi has support for that somehow, use thefunction, it receives a lua string or a LOVE image. I haven't tested this function with all the components though, so thanks for the heads up.Code: Select all
:setBGImage()
GOOi 0.0.6 os out! (btw) https://github.com/tavuntu/gooi/wiki/Change-Log#006
EDIT: It looks like it works just fine
That would be helpful in some circumstances.alberto_lara wrote: ↑Fri Feb 23, 2018 7:19 pm now that I see this, maybe a small texture being repeated in X and Y would be more useful, right?
Can you also set the background to transparent?
When you have any greater texture behind it, it might make more sense to simply put the background transparent and add some semi-transparent effect for clicking and such.
Visual Studio Code Template • RichLÖVE Mobile (AdMob+UnityAds+PlayGamesServices+GameCenter) • Add me on Discord
───▄▀▀▀▄▄▄▄▄▄▄▀▀▀▄───
───█▒▒░░░░░░░░░▒▒█───
────█░░█░░░░░█░░█────
─▄▄──█░░░▀█▀░░░█──▄▄─
█░░█─▀▄░░░░░░░▄▀─█░░█
───▄▀▀▀▄▄▄▄▄▄▄▀▀▀▄───
───█▒▒░░░░░░░░░▒▒█───
────█░░█░░░░░█░░█────
─▄▄──█░░░▀█▀░░░█──▄▄─
█░░█─▀▄░░░░░░░▄▀─█░░█
Who is online
Users browsing this forum: No registered users and 4 guests