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Version 0.9.2.3 - Alpha (see changelog.txt)
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@ -1,3 +1,10 @@
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================================================
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Version 0.9.2.3 - Alpha (May 27 - 2012)
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================================================
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[FIXED] imagebutton.OnClick not working
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[FIXED] text being added into the text input object at incorrect positions when the value of textinput.blinknum was 0
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[FIXED] a bug that would cause an error when running SetVisible on a frame object when the value of frame.showclose was true
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================================================
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================================================
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Version 0.9.2.2 - Alpha (May 23 - 2012)
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Version 0.9.2.2 - Alpha (May 23 - 2012)
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================================================
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================================================
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2
init.lua
2
init.lua
@ -9,7 +9,7 @@ loveframes = {}
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-- library info
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-- library info
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loveframes.info = {}
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loveframes.info = {}
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loveframes.info.author = "Nikolai Resokav"
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loveframes.info.author = "Nikolai Resokav"
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loveframes.info.version = "0.9.2.2"
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loveframes.info.version = "0.9.2.3"
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loveframes.info.stage = "Alpha"
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loveframes.info.stage = "Alpha"
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-- library configurations
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-- library configurations
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@ -437,7 +437,7 @@ function frame:SetVisible(bool)
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end
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end
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if self.showclose == true then
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if self.showclose == true then
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closebutton[1].visible = bool
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closebutton.visible = bool
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end
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end
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end
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end
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@ -146,7 +146,7 @@ function imagebutton:mousereleased(x, y, button)
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local clickable = self.clickable
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local clickable = self.clickable
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local enabled = self.enabled
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local enabled = self.enabled
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if hover == true and down == true and imagebutton == "l" and clickable == true then
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if hover == true and down == true and button == "l" and clickable == true then
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if enabled == true then
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if enabled == true then
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if self.OnClick then
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if self.OnClick then
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self.OnClick(self, x, y)
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self.OnClick(self, x, y)
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@ -286,9 +286,12 @@ function textinput:RunKey(key, unicode)
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if blinknum ~= 0 and blinknum ~= #self.text then
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if blinknum ~= 0 and blinknum ~= #self.text then
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self.text = self:AddIntoText(unicode, blinknum)
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self.text = self:AddIntoText(unicode, blinknum)
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self:MoveBlinker(1)
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self:MoveBlinker(1)
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else
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elseif blinknum == #self.text then
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self.text = text .. ckey
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self.text = text .. ckey
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self:MoveBlinker(1)
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self:MoveBlinker(1)
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elseif blinknum == 0 then
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self.text = self:AddIntoText(unicode, blinknum)
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self:MoveBlinker(1)
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end
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end
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if self.OnTextEntered then
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if self.OnTextEntered then
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