Sept 2023
Wrote utf8Check and updated utf8Tools. I thought that Lua 5.3’s utf8.len() was suitable for validating strings in LÖVE, but it will allow some invalid code points through that LÖVE rejects, like surrogate pairs. Minor work…
Wrote utf8Check and updated utf8Tools. I thought that Lua 5.3’s utf8.len() was suitable for validating strings in LÖVE, but it will allow some invalid code points through that LÖVE rejects, like surrogate pairs. Minor work…
Rewrote drawing code for the tabular menu widget. It’s now easier to see the contents of dragged columns. Started a ListBox widget. Scroll bar improvements: Scroll bar breadth and button length can now be overridden…
Updated QuadSlice to v1.3.0. This is a major rewrite, with better support for subsets of the 3×3 9-slice grid and the ability to toggle each tile on or off. Also updated Astro to v1.1.0, with…
Wrote a pair of texture atlas modules. AtlasB uses a binary tree packing algorithm to fit rectangles into square layouts. AtlasQ uses a quadtree to place and remove sub-textures with power-of-two dimensions within a larger…
Not much to report this time. I’ll try to catch up in June.
Released Astro, a sprite container library for LÖVE. Updated RText (0.1.0 -> 0.1.1): Added Block Merge mode, which should result in smaller Document sizes (at the cost of more overhead during creation). ProdUI: I split…
Updated QuickPrint (1.0.6 -> 1.0.9a) Added default horizontal and vertical alignment state Fixed missing font offsets in printf wrappers Various internal changes Fixed license problems with bundled demo resources 🙂 Released KEVN, an INI-like parser…
Updated QuickPrint a few times (1.0.3 -> 1.0.6). The most significant changes are: Vertical alignment modes. Eases switching fonts on the same line (for example, by placing them relative to their baseline metrics). Auxiliary Data…
ProdUI: For a file selector window, I got the basics of a menu with columns and sortable categories along the top. You click the category and it re-orders the menu items according to a sort…
I’m officially putting Balleg (and the engine that runs it, Bolero 2) on hiatus until I get the UI stuff under control. This has effectively been the case since about March or so. Devlog posts…