New display.newText() feature question

I have two games that I’m in the process of converting to use the new wrapping text feature in the daily builds.

In one game, things are beautiful.

[lua]local myText = display.newText(textVariable ,10,3,450,60, “Georgia”, qFontSize)[/lua]

I get the text in Georgia and its the specified size in the qFontSize variable.

[lua]dialog2 = display.newText(“some hard coded string.”, 105, 55, 250, 60, “Georgia”, 20)[/lua]

In this case, the font isn’t set nor is it the specified size. Other than the location and size parameters, and using a variable for the first one, and a fixed string for the second, I don’t see any difference in my calls.

Yet the first shows my font of choice and size, the second one does not.

I don’t see any thing I’m including that would affect this. … Wait…

I went through a module I was loading that was loading “widget”. Apparently loading widget, breaks the new display.newText() features.

I’m running build 640, btw. [import]uid: 19626 topic_id: 16435 reply_id: 316435[/import]

I also submitted the bug. [import]uid: 19626 topic_id: 16435 reply_id: 61366[/import]

Hey Rob,

What’s the bug # ?

Peach :slight_smile: [import]uid: 52491 topic_id: 16435 reply_id: 61630[/import]

8713 [import]uid: 19626 topic_id: 16435 reply_id: 61646[/import]