Thank you Croisened.
I made the change but may be in dense mode today. I don’t see any change in results.
I don’t thing the “began” never gets hit as usernameField.text never goes blank.
I assume it’s correct that in simulator the Event would not fire? I thought it used to in the old scheme but could be wrong.
This is my whole scene. Can you spot where I’m screwing up? This scene is called my main. main only does a bit of setup and the calls this page.
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--
-- scene\_login.lua
--
---------------------------------------------------------------------------------
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
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-- BEGINNING OF YOUR IMPLEMENTATION
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local usernameField, username
-- Called when the scene's view does not exist:
function scene:createScene( event )
local screenGroup = self.view
image = display.newImage( "bg2.jpg" )
screenGroup:insert( image )
imageLogin = display.newImage( "images/dialog\_bkg.png" )
screenGroup:insert( imageLogin )
myImage = display.newImage( "images/bdlogoStationary.png",107,270)
screenGroup:insert(myImage)
text1 = display.newText( "LOGIN", 0, 0, native.systemFontBold, 24 )
text1:setTextColor( 255 )
text1:setReferencePoint( display.CenterReferencePoint )
text1.x, text1.y = display.contentWidth \* 0.5, 40
screenGroup:insert( text1 )
--[[
Hopefully this is my screwup. Function duplicated further down. Back to testing but
thought I better edit this post first.
local function onUsername( event )
print("in onusername")
if ( "began" == event.phase ) then
caption.text=""
usernameField.text = ""
elseif ( "submitted" == event.phase ) then
usernameField:setTextColor( 51, 51, 122, 255 )
username=usernameField.text
native.setKeyboardFocus( nil )
end
end
--]]
local function onLogin( event )
native.setKeyboardFocus( nil )
if \_G.isSimulator then
username = "Byted"
password="sim-pass"
ip = "192.168.2.110"
port = "5014"
else
username = usernameField.text
end
\_G.username=username
print("username="..username.." / \_G: "..\_G.username)
if username ~= "" then
print("Ready for scene change")
storyboard.gotoScene( "scene1", "slideUp", 800 )
else
caption.text="Invalid Username or Password"
end
end
print("\nviewrow:", \_G\_viewrow)
local function onUsername( event )
print("in onusername")
if ( "began" == event.phase ) then
print("onUsername - began")
usernameField.text = ""
elseif ( "ended" == event.phase ) then
print("onUsername - ended")
elseif ( "submitted" == event.phase ) then
usernameField:setTextColor( 51, 51, 122, 255 )
native.setKeyboardFocus( nil )
end
end
usernameField = native.newTextField( 50, 65, 220, 36)
usernameField:addEventListener("UserInput", onUsername)
usernameField.font = native.newFont( native.systemFontBold, 24 )
usernameField.text = "Enter User Name"
usernameField:setTextColor( 51, 51, 122, 45 )
local loginButton = ui.newButton{
default = "images/smallButton.png",
over = "images/smallButtonOver.png",
onPress = onLogin,
text = "LOG IN",
font = "Helvetica-Bold",
size = 13,
textColor = { 225, 225, 225, 255 },
emboss = true,
}
screenGroup:insert( loginButton )
loginButton.x = 220
loginButton.y = 165
print( "\nlogin: createScene event" )
end
-- Called immediately after scene has moved onscreen:
function scene:enterScene( event )
print( "login: enterScene event" )
local function main()
reply = start()
-----------------------------------
-- Return
-----------------------------------
return reply
end
logedin = main()
print("After logedin:",logedin)
end
-- Called when scene is about to move offscreen:
function scene:exitScene()
print( "login: exitScene event\n" )
end
-- Called prior to the removal of scene's "view" (display group)
function scene:destroyScene( event )
print( "((destroying scene login's view))" )
end
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-- END OF YOUR IMPLEMENTATION
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-- "createScene" event is dispatched if scene's view does not exist
scene:addEventListener( "createScene", scene )
-- "enterScene" event is dispatched whenever scene transition has finished
scene:addEventListener( "enterScene", scene )
-- "exitScene" event is dispatched before next scene's transition begins
scene:addEventListener( "exitScene", scene )
-- "destroyScene" event is dispatched before view is unloaded, which can be
-- automatically unloaded in low memory situations, or explicitly via a call to
-- storyboard.purgeScene() or storyboard.removeScene().
scene:addEventListener( "destroyScene", scene )
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return scene
Apologies for the long post but I’m desperate 
Edit: YIKES!
onusername function appears twice. The pitfalls of careless cut’n paste. [import]uid: 6547 topic_id: 24488 reply_id: 99119[/import]