Löve Frames - A GUI Library

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Ellina
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Re: Löve Frames - A GUI Library

Post by Ellina » Fri Mar 21, 2014 5:21 pm

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

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local newcursor = love.mouse.newCursor("ibeam")
How can I fix this ? :o:

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slime
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Location: Nova Scotia, Canada
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Re: Löve Frames - A GUI Library

Post by slime » Fri Mar 21, 2014 5:39 pm

If you change love.mouse.newCursor to [wiki]love.mouse.getSystemCursor[/wiki] it should fix that issue.

Ellina
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Re: Löve Frames - A GUI Library

Post by Ellina » Fri Mar 21, 2014 5:51 pm

Thank you :awesome:

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Klowner
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Re: Löve Frames - A GUI Library

Post by Klowner » Wed Apr 02, 2014 2:40 pm

Eagerly awaiting an 0.9.1 compatible version :awesome:

davisdude
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Location: North Carolina

Re: Löve Frames - A GUI Library

Post by davisdude » Wed Apr 02, 2014 11:16 pm

It is compatible already :)
slime wrote:0.9.1's API is fully backward compatible with existing 0.9.0 games.
GitHub | MLib - Math and shape intersections library | Walt - Animation library | Brady - Camera library with parallax scrolling | Vim-love-docs - Help files and syntax coloring for Vim

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Fenrir
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Re: Löve Frames - A GUI Library

Post by Fenrir » Thu Apr 03, 2014 7:47 am

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,

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Klowner
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Re: Löve Frames - A GUI Library

Post by Klowner » Fri Apr 04, 2014 6:49 pm

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
Last edited by Klowner on Sun Apr 06, 2014 4:13 am, edited 1 time in total.

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Izzo
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Location: Aberystwyth, Uk

Re: Löve Frames - A GUI Library

Post by Izzo » Sat Apr 05, 2014 6:12 pm

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?

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Ragzouken
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Re: Löve Frames - A GUI Library

Post by Ragzouken » Sat Apr 05, 2014 11:50 pm

scissor isn't affected by graphics transformations, i guess that would be why?

ixjf
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Re: Löve Frames - A GUI Library

Post by ixjf » Tue Apr 08, 2014 9:59 pm

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 - http://imgur.com/WDp1AdC - 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: http://imgur.com/gznG1QE
I used to be an adventurer like you, but then I took an arrow in the knee.

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