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Re: Löve Frames - A GUI Library

Posted: Fri Mar 21, 2014 5:21 pm
by Ellina
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

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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 ? :o:

Re: Löve Frames - A GUI Library

Posted: Fri Mar 21, 2014 5:39 pm
by slime
If you change love.mouse.newCursor to [wiki]love.mouse.getSystemCursor[/wiki] it should fix that issue.

Re: Löve Frames - A GUI Library

Posted: Fri Mar 21, 2014 5:51 pm
by Ellina
Thank you :awesome:

Re: Löve Frames - A GUI Library

Posted: Wed Apr 02, 2014 2:40 pm
by Klowner
Eagerly awaiting an 0.9.1 compatible version :awesome:

Re: Löve Frames - A GUI Library

Posted: Wed Apr 02, 2014 11:16 pm
by davisdude
It is compatible already :)
slime wrote:0.9.1's API is fully backward compatible with existing 0.9.0 games.

Re: Löve Frames - A GUI Library

Posted: Thu Apr 03, 2014 7:47 am
by Fenrir
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,

Re: Löve Frames - A GUI Library

Posted: Fri Apr 04, 2014 6:49 pm
by Klowner
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

Re: Löve Frames - A GUI Library

Posted: Sat Apr 05, 2014 6:12 pm
by Izzo
I was just wondering is there a technical reason for using:

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local stencilfunc = function() love.graphics.rectangle("fill", x, y, width, height) end
...
love.graphics.setStencil(stencilfunc)
instead of

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love.graphics.setScissor(x, y, width, height)
Does Löve handle the two differently?

Re: Löve Frames - A GUI Library

Posted: Sat Apr 05, 2014 11:50 pm
by Ragzouken
scissor isn't affected by graphics transformations, i guess that would be why?

Re: Löve Frames - A GUI Library

Posted: Tue Apr 08, 2014 9:59 pm
by ixjf
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