mouse_enter signals like godot?

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girng
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mouse_enter signals like godot?

Post by girng »

anything like this, for objects, sprites, etc?

for example, i want to highlight an object with a shader i made (attach it to sprite) on mousehover, and mouse_exit, disable shader

the shader basically makes the sprite have an outline (looks like someone is selecting it)

i can prob convert mozilla's is_overlap 2d function, and then run that in love.update, right? then use width, height, x, and y and then set h = true, h = false, and create my own mouse events? however, what if the object is off screen? don't want it to loop and check it (unneeded)
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Ulydev
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Re: mouse_enter signals like godot?

Post by Ulydev »

I think you've answered the question yourself.

Here's some pseudo-code that would implement your idea (which is the simplest way to achieve what you want):

Code: Select all

update {
  for each object {
    if object:is_on_screen() and object:is_overlap(mouse) {
      object:mouse_entered()
    }
  }
}
girng
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Re: mouse_enter signals like godot?

Post by girng »

Ulydev wrote: Sat Sep 08, 2018 12:32 pm I think you've answered the question yourself.

Here's some pseudo-code that would implement your idea (which is the simplest way to achieve what you want):

Code: Select all

update {
  for each object {
    if object:is_on_screen() and object:is_overlap(mouse) {
      object:mouse_entered()
    }
  }
}
thanks Ulydev.

i am using hump camera right now and it's a lot easier to manage love2d objects, world coordinates, etc.

only problem is lack of UI stuff. i need a UI library similar to Godot's. rich text label, scroll container, vbox, hbox, etc, etc. the latest imgui doesn't work with love2d, and i need to implement a chatbox similar to poe's, which i already did in Godot, but in love2d, it's very hard.

i tried the richtext.lua on github (https://github.com/gvx/richtext/blob/ma ... chtext.lua)
however, my fps drops decrementally every second when i have this code running. i go from 144fps to 40 or something. and i'm just displaying some text with different colors... never had this issue with godot

see, look i started at 144fps, then starts to decrease every second.
https://i.gyazo.com/f304655bdb85e4be90b ... ff0404.gif

if i remove that richtext, fps stays same.

only reason why i am wanting to convert to love2d because godot has nasty bug with tilemap flickering, while love2d sti is PERFECT. except.. UI stuff is a PITA and gives insane performance degradation

unfortunately am not sure what to do at this point...
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zorg
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Re: mouse_enter signals like godot?

Post by zorg »

Another thread had a gem of a quote, but let me just say it outright; if you can't tell what the issue is with your code in front of you, how do you suppose we help you without seeing it? :3

I'm assuming either that library's old and buggy, or you're doing something you shouldn't, like calling :new every frame or something; unfortunately i can only guess for now.
Me and my stuff :3True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
girng
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Re: mouse_enter signals like godot?

Post by girng »

zorg wrote: Sat Sep 08, 2018 9:57 pm Another thread had a gem of a quote, but let me just say it outright; if you can't tell what the issue is with your code in front of you, how do you suppose we help you without seeing it? :3

I'm assuming either that library's old and buggy, or you're doing something you shouldn't, like calling :new every frame or something; unfortunately i can only guess for now.
yes, good point. i'm relativeyly new to lua, just started. but i did get sti to work, player enter map and move around w/ collision
i drew my hp globe with setScissor and bottom ui elements too. i'm transcending slowly.

i will take a look at the code again

might be because of `love.graphics.newCanvas(fbWidth, fbHeight)` me thinks. hmmm that's initializing a new canvas every frame isn't it
i still need to put this text in a scroll container, etc if i even fix this lol fml
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zorg
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Re: mouse_enter signals like godot?

Post by zorg »

Yep, that could be it.
Me and my stuff :3True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
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Ulydev
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Re: mouse_enter signals like godot?

Post by Ulydev »

girng wrote: Sat Sep 08, 2018 9:33 pmthe latest imgui doesn't work with love2d,
What makes you say this?
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Re: mouse_enter signals like godot?

Post by girng »

Ulydev wrote: Sun Sep 09, 2018 3:49 pm
girng wrote: Sat Sep 08, 2018 9:33 pmthe latest imgui doesn't work with love2d,
What makes you say this?
https://github.com/slages/love-imgui/issues/27

and that's since may :P

i'm going back to godot. i gave it try but imo, a proper ui system like godot would be amazing for this love2d project. ty all for the help since i registered. see u around in the game dev communities maybe. ttyl :)
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Ulydev
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Re: mouse_enter signals like godot?

Post by Ulydev »

girng wrote: Mon Sep 10, 2018 9:13 am ...
I've been using love-imgui for the past few months and it's been working fine for me. Have you built the binaries on your computer? What's your OS? (NewFrame() takes no arguments)
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Tjakka5
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Re: mouse_enter signals like godot?

Post by Tjakka5 »

And builds for 11.1, 64x windows are available here: https://github.com/camchenry/love-imgui ... ter-latest
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