o.0 I used love's function to set the background color. Try comment out the first line of love.load function to remove the background.Ensayia wrote:For me, the background flashes black and white very rapidly at a nauseating pace. Something might be wrong...
loveui 0.7 (just started)
Re: loveui 0.7 (just started)
- Robin
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Re: loveui 0.7 (just started)
And there is a typo in your README.markdown, line 31:
should be
Why is that test.html in there, btw?
Code: Select all
widget:1add(style1)
Code: Select all
widget1:add(style1)
Help us help you: attach a .love.
Re: loveui 0.7 (just started)
Thanks. Corrected for next version.Robin wrote:And there is a typo in your README.markdown, line 31:should beCode: Select all
widget:1add(style1)
Why is that test.html in there, btw?Code: Select all
widget1:add(style1)
I use it to figure out how styles work in html/css and copy it.
Re: loveui 0.7 (just started)
Totally works! Look forward to seeing more of this.
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
- ishkabible
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Re: loveui 0.7 (just started)
very nice, why dose the background flash frantically though?
Re: loveui 0.7 (just started)
No idea. Try turning it off.ishkabible wrote:very nice, why dose the background flash frantically though?
Re: loveui 0.7 (just started)
This looks promising; looking forward to more widgets and tag implementation.
Re: loveui 0.7 (just started)
I believe that the reason people are getting flashing and corruption (myself included) is that love.graphics.setScissor() is being called in the widgets' draw routines, but it is not being disabled/reset to its previous value afterwards. So, you end up with only the portion of the screen that is covered by widgets getting updated, and everything else is garbage.
In the sample code, I added "love.graphics.setScissor()" after the context:draw() call in love.draw() and the flickering/corruption went away. Ideally, each widget should get the current scissor value before changing it, perhaps modify its own area to comply with the current settings, and then restore it after drawing to the previous setting.
In the sample code, I added "love.graphics.setScissor()" after the context:draw() call in love.draw() and the flickering/corruption went away. Ideally, each widget should get the current scissor value before changing it, perhaps modify its own area to comply with the current settings, and then restore it after drawing to the previous setting.
Re: loveui 0.7 (just started)
I just had an epilectic attack because the background...
JK
JK
Re: loveui 0.7 (just started)
Good point. Tried to add a fix. See first page for download.chrism wrote:I believe that the reason people are getting flashing and corruption (myself included) is that love.graphics.setScissor() is being called in the widgets' draw routines, but it is not being disabled/reset to its previous value afterwards. So, you end up with only the portion of the screen that is covered by widgets getting updated, and everything else is garbage.
In the sample code, I added "love.graphics.setScissor()" after the context:draw() call in love.draw() and the flickering/corruption went away. Ideally, each widget should get the current scissor value before changing it, perhaps modify its own area to comply with the current settings, and then restore it after drawing to the previous setting.
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