Version 0.9.2.3 - Alpha (see changelog.txt)

This commit is contained in:
Kenny Shields 2012-05-27 12:58:37 -04:00
parent 7ce4ccbaf6
commit 9aa5b866af
5 changed files with 19 additions and 9 deletions

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@ -1,3 +1,10 @@
================================================
Version 0.9.2.3 - Alpha (May 27 - 2012)
================================================
[FIXED] imagebutton.OnClick not working
[FIXED] text being added into the text input object at incorrect positions when the value of textinput.blinknum was 0
[FIXED] a bug that would cause an error when running SetVisible on a frame object when the value of frame.showclose was true
================================================ ================================================
Version 0.9.2.2 - Alpha (May 23 - 2012) Version 0.9.2.2 - Alpha (May 23 - 2012)
================================================ ================================================

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@ -9,7 +9,7 @@ loveframes = {}
-- library info -- library info
loveframes.info = {} loveframes.info = {}
loveframes.info.author = "Nikolai Resokav" loveframes.info.author = "Nikolai Resokav"
loveframes.info.version = "0.9.2.2" loveframes.info.version = "0.9.2.3"
loveframes.info.stage = "Alpha" loveframes.info.stage = "Alpha"
-- library configurations -- library configurations

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@ -437,7 +437,7 @@ function frame:SetVisible(bool)
end end
if self.showclose == true then if self.showclose == true then
closebutton[1].visible = bool closebutton.visible = bool
end end
end end

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@ -146,7 +146,7 @@ function imagebutton:mousereleased(x, y, button)
local clickable = self.clickable local clickable = self.clickable
local enabled = self.enabled local enabled = self.enabled
if hover == true and down == true and imagebutton == "l" and clickable == true then if hover == true and down == true and button == "l" and clickable == true then
if enabled == true then if enabled == true then
if self.OnClick then if self.OnClick then
self.OnClick(self, x, y) self.OnClick(self, x, y)

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@ -286,9 +286,12 @@ function textinput:RunKey(key, unicode)
if blinknum ~= 0 and blinknum ~= #self.text then if blinknum ~= 0 and blinknum ~= #self.text then
self.text = self:AddIntoText(unicode, blinknum) self.text = self:AddIntoText(unicode, blinknum)
self:MoveBlinker(1) self:MoveBlinker(1)
else elseif blinknum == #self.text then
self.text = text .. ckey self.text = text .. ckey
self:MoveBlinker(1) self:MoveBlinker(1)
elseif blinknum == 0 then
self.text = self:AddIntoText(unicode, blinknum)
self:MoveBlinker(1)
end end
if self.OnTextEntered then if self.OnTextEntered then