The object that you are hovering over in the screenshot is a child of the collapsible category. The reason it's there is because the collapsible category is not open and therefore the object is not updating and stays in it's original position. When the collapsible category is opened it will start updating again.coffee wrote:Congratulations, as always is even getting better and better. I download demo that seems to be sync with new alpha. All seems working well but I noticed a bug (I think) in Collapsible Category. When I call it also a hidden element appear and can be mouse hovered. Should be something simple you forgot to turn off. Sure you don't need it for debug but here is the usually mandatory screenshot.
Löve Frames - A GUI Library
- Nikolai Resokav
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Re: Löve Frames - A GUI Library
Re: Löve Frames - A GUI Library
Ah, understood, so is intended to be show there. I thought that the child was only created when clicked and I wasn't expecting that the child panel wasn't aligned with mother object. So I thought could be some loose beta mistake. Sorry for false report.Nikolai Resokav wrote: The object that you are hovering over in the screenshot is a child of the collapsible category. The reason it's there is because the collapsible category is not open and therefore the object is not updating and stays in it's original position. When the collapsible category is opened it will start updating again.
- Nikolai Resokav
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Re: Löve Frames - A GUI Library
No worries! If you find anything else that seems strange please let me know!coffee wrote:Ah, understood, so is intended to be show there. I thought that the child was only created when clicked and I wasn't expecting that the child panel wasn't aligned with mother object. So I thought could be some loose beta mistake. Sorry for false report.Nikolai Resokav wrote: The object that you are hovering over in the screenshot is a child of the collapsible category. The reason it's there is because the collapsible category is not open and therefore the object is not updating and stays in it's original position. When the collapsible category is opened it will start updating again.
Re: Löve Frames - A GUI Library
Thanks man! This is very useful, works well for me so far and really helps me save a lot of work. I appreciate that it's well documented and easy to implement. Cheers!
- Nikolai Resokav
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Re: Löve Frames - A GUI Library
I'm glad you like my library and thanks for giving it a try!MZ|One wrote:Thanks man! This is very useful, works well for me so far and really helps me save a lot of work. I appreciate that it's well documented and easy to implement. Cheers!
Re: Löve Frames - A GUI Library
Hello!
I downloaded it from github, and it does not work properly on my Mac :/ . I set the config["directory"] fine (I can draw a button), but when loveframes.config["INDEXSKINIMAGES"] is equal to true, there's a bug:
I downloaded it from github, and it does not work properly on my Mac :/ . I set the config["directory"] fine (I can draw a button), but when loveframes.config["INDEXSKINIMAGES"] is equal to true, there's a bug:
Code: Select all
Error: Could not decode image!
stack traceback:
[C]: ?
[C]: in function 'newImage'
lib/LoveFrames/skins.lua:47: in function 'Register'
lib/LoveFrames/skins/Blue/skin.lua:1608: in main chunk
[C]: in function 'require'
lib/LoveFrames/init.lua:59: in function 'load'
lib/LoveFrames/init.lua:259: in main chunk
[C]: in function 'require'
main.lua:14: in function 'load'
[string "boot.lua"]:378: in function <[string "boot.lua"]:373>
[C]: in function 'xpcall'
- Nikolai Resokav
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Re: Löve Frames - A GUI Library
Strange. I have index skin images set to true and everything works fine for me. From that error you posted I'm guessing that your computer doesn't like one of the images in the skin's image folder. Try removing the images in the skins image folder and then replace them with different images of the same name and extension.SuperZazu wrote:Hello!
I downloaded it from github, and it does not work properly on my Mac :/ . I set the config["directory"] fine (I can draw a button), but when loveframes.config["INDEXSKINIMAGES"] is equal to true, there's a bug:Code: Select all
Error: Could not decode image! stack traceback: [C]: ? [C]: in function 'newImage' lib/LoveFrames/skins.lua:47: in function 'Register' lib/LoveFrames/skins/Blue/skin.lua:1608: in main chunk [C]: in function 'require' lib/LoveFrames/init.lua:59: in function 'load' lib/LoveFrames/init.lua:259: in main chunk [C]: in function 'require' main.lua:14: in function 'load' [string "boot.lua"]:378: in function <[string "boot.lua"]:373> [C]: in function 'xpcall'
Re: Löve Frames - A GUI Library
Tried that, same error. That's really weird. Tomorrow I'll check on a virtual machine (XP) if my code works.
- AntonioModer
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Re: Löve Frames - A GUI Library
BUG:
LOVE 0.8.0
Löve Frames v0.9.3.2
When i clicked left mouse on "frame1" (is children of "frame0").
BUG in function 'MakeTop', in variable 'key'.
If key = 0 then error.
My debug (in a hurry):
Sources: another person (other than me) it is difficult to understand them
LOVE 0.8.0
Löve Frames v0.9.3.2
Code: Select all
The button item 1 was clicked!
Info was selected.
Error: libraries/loveframes/objects/frame.lua:382: attempt to index field '?' (a
nil value)
stack traceback:
libraries/loveframes/objects/frame.lua:382: in function 'MakeTop'
libraries/loveframes/objects/frame.lua:224: in function 'mousepressed'
libraries/loveframes/objects/frame.lua:234: in function 'mousepressed'
libraries/loveframes/objects/base.lua:83: in function 'mousepressed'
libraries/loveframes/init.lua:107: in function 'mousepressed'
main.lua:331: in function 'mousepressed'
[string "boot.lua"]:164: in function '?'
[string "boot.lua"]:396: in function <[string "boot.lua"]:373>
[C]: in function 'xpcall'
BUG in function 'MakeTop', in variable 'key'.
If key = 0 then error.
My debug (in a hurry):
Code: Select all
--[[---------------------------------------------------------
- func: MakeTop()
- desc: makes the object the top object in the drawing
order
--]]---------------------------------------------------------
function frame:MakeTop()
local x, y = love.mouse.getPosition()
local key = 0
local base = loveframes.base
local basechildren = base.children
local numbasechildren = #basechildren
if numbasechildren == 1 then
return
end
if basechildren[numbasechildren] == self then
return
end
-- make this the top object
for k, v in ipairs(basechildren) do
if v == self then
table.remove(basechildren, k)
table.insert(basechildren, self)
key = k
break
end
end
-- MY DEBUG --
if key == 0 and numbasechildren > 0 then
key = 1;
end
basechildren[key]:mousepressed(x, y, "l") -- BUG WITH "key" !!!
end
Re: Löve Frames - A GUI Library
Quick question on license.
The project is CC-BY-SA so does that mean it is contagious to my project?
If I make a game but not modify the library does that mean I have to license my game SA?
What is the authors interpretation of the license on this?
The project is CC-BY-SA so does that mean it is contagious to my project?
If I make a game but not modify the library does that mean I have to license my game SA?
What is the authors interpretation of the license on this?
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