| Commit message (Collapse) | Author | Age | Files | Lines |
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We shouldn't be thinking about saving settings when we're initializing
window geometry.
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We don't ever call one app's settings while Current_app is the other.
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I'm learning the hard way that resizing the window is a big deal. Only
do this when someone explicitly requests it, otherwise follow LÖVE's
defaults.
Therefore we're also going to stop trying to be smart when showing the
log browser. Leave window resizing to manual operations.
Now initialization looks a lot more similar for the run and source apps.
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Initialization is getting complex, and I'm finding bugs.
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I just noticed we hadn't got this bugfix for Linux on the main app. How
had we not noticed this issue before? Answer: lines.love windows tend to
be tall and skinny, and resize must keep the window entirely within the
screen. So the window was staying in place just because it happened to
be running up against the bottom.
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The bug has been spotted twice:
1. In snap.love, I selected text in one node, then another, and hit:
Error: text.lua:789: attempt to compare nil with number
stack traceback:
text.lua:789: in function 'lt1'
select.lua:19: in function 'clip_selection'
text.lua:32: in function 'draw'
edit.lua:117: in function 'draw'
[string "REPL"]:21: in function 'draw'
main.lua:152: in function 'draw'
app.lua:102: in function <app.lua:84>
[C]: in function 'xpcall'
app.lua:112: in function <app.lua:111>
[C]: in function 'xpcall'
Couldn't reproduce.
2. In text.love, inscript selected all text in a small buffer and then
clicked outside the text. And got:
Error: text.lua:784: attempt to compare nil with number
Traceback
[love "callbacks.lua"]:228: in function 'handler'
text.lua:784: in function 'lt1'
select.lua:19: in function 'clip_selection'
text.lua:27: in function 'draw'
edit.lua:117: in function 'draw'
run.lua:136: in function 'draw'
main.lua:148: in function 'draw'
app.lua:42: in function <app.lua:22>
[C]: in function 'xpcall'
This is reproducible, and also across forks.
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Also copy over the implementation of links from pensieve.love.
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In the process I discovered the horrible fact that Text.x allocates a new Text.
And it gets called (just once, thank goodness) on every single frame.
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I've been misunderstanding what Text objects are. They can render a lot
of text with a given line height, word wrap, colors in various places.
And I've been creating one for every word :facepalm:
Unwinding this will take some time. This is just a first baby step for
ad hoc text objects. Turns out I don't need to convert to Text to get
something's rendered width, just the Font can do that.
Thanks to the LÖVE Discord for educating me:
https://discord.com/channels/329400828920070144/330089431379869708/1091535487333826580
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https://merveilles.town/@akkartik/110084833821965708
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I can't see the mouse wheel ever setting dx, but it's more obvious now
that the editor doesn't support panning left/right.
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Many thanks to Myte for helping test this!
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lines.love was broken since Dec 23 X-( Didn't get caught because all my
tests start at edit, not at main or run. I need 'integration' tests.
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I want the words to be easy to read, and to use a consistent tense.
update and focus seem more timeless; let's make everything like those.
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I'm starting to edit the sources from within the app in ernest. First
question: why does the file navigation menu skip some files? These
prints answer the question.
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integrated from pong.love via text.love:
https://merveilles.town/@akkartik/108933336531898243
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I have no fucking idea what I'm doing. All I know is that there's still
too many goddamn bugs[1]. Test motherfucking harness or bust. For
starters this is just the default love.run from
https://love2d.org/wiki/love.run
[1] The following file crashes if you repeatedly press cursor-down:
<<
a
b
c
```lines
```
x
>>
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