Search found 82 matches
- Wed Nov 16, 2016 6:24 pm
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 411334
Re: "Questions that don't deserve their own thread" thread
Are the screen, canvases and pixel shaders the only possible render destinations for love.graphics calls such as rectangle?
- Sat Nov 12, 2016 3:18 am
- Forum: Support and Development
- Topic: Threads Accessing User userdata
- Replies: 5
- Views: 3407
Re: Threads Accessing User userdata
Would it not make sense to let the user decide if it's pointless? What does Love really need to know? Could it not just call it an 'unknown' type and leave it up to the user to code whatever operations they want it to support? The ability to access our own userdata from more than just the main threa...
- Sat Nov 12, 2016 3:00 am
- Forum: Support and Development
- Topic: Threads Accessing User userdata
- Replies: 5
- Views: 3407
Re: Threads Accessing User userdata
Is Love doing something special to share the region of memory Love types live in among the different thread environments?
- Sun Nov 06, 2016 12:39 am
- Forum: Support and Development
- Topic: Threads Accessing User userdata
- Replies: 5
- Views: 3407
Threads Accessing User userdata
Why do threads only have shared access to Love userdata, opposed to any other userdata? Is there some sort of private club for Love userdata pointers or something?
- Sat Nov 05, 2016 7:58 pm
- Forum: Support and Development
- Topic: Garbage Collecting Unnamed Channels
- Replies: 2
- Views: 1505
Garbage Collecting Unnamed Channels
Lets say in theory I'm spawning/using tens or hundreds of thousands of channels, what's the best way to ensure the garbage collector is doing it's thing? For named channels, just :clear and dereference them, done. But how about for unnamed channels? Does the thread that spawned the channel have to :...
- Mon Oct 31, 2016 9:07 pm
- Forum: General
- Topic: LÖVE 0.10.2 released
- Replies: 42
- Views: 44314
Re: LÖVE 0.10.2 released
Faster channeling on Halloween, 2spooky4me.
- Sun Oct 16, 2016 3:24 pm
- Forum: Support and Development
- Topic: Any Programmatic Way to Get Foreign Language Keys?
- Replies: 3
- Views: 2376
Re: Any Programmatic Way to Get Foreign Language Keys?
Message received, I'll just stick to the English kb layout and assume the end user is cool with that.
- Sun Oct 16, 2016 3:29 am
- Forum: Support and Development
- Topic: Any Programmatic Way to Get Foreign Language Keys?
- Replies: 3
- Views: 2376
Any Programmatic Way to Get Foreign Language Keys?
I'd like to be able to iterate through a list of all the scancodes, and get all the characters/glyphs for whatever language/layout/etc. the OS is using. This way the game could dynamically support any possible kb layout by printing the correct glyph on the correct key in the custom keybindings inter...
- Wed Mar 09, 2016 9:16 am
- Forum: Libraries and Tools
- Topic: [Lib] SUIT - Simple User Interface Toolkit
- Replies: 81
- Views: 89486
Re: [Lib] SUIT - Simple User Interface Toolkit
Hi. I'm using SUIT for the first time and it really fits love2d in how awesome it is and how good to use it is. The only thing that it misses is some kind of frame that keeps child-objects inside it. I'm not sure if it's possible to do, but it would be really useful. You can layout your widgets wit...
- Mon Feb 22, 2016 1:51 pm
- Forum: Libraries and Tools
- Topic: [Lib] SUIT - Simple User Interface Toolkit
- Replies: 81
- Views: 89486
Re: [Lib] SUIT - Simple User Interface Toolkit
Oh sweet, that's super useful. Had no idea it could do that. The little blurb on the wiki makes it seem like it's just for saving coordinates.WetDesertRock wrote:Uh, what about .push and .pop? I coerced slime to make that work for the graphics state. love.graphics.push("all")