storyboard.showOverlay’s isModal option is now broken (works fine in 928, broken in more recent builds including the most recent)…we are relying on this to work too!
Why can’t you just go back to the storyboard code from 926 when storyboard worked fine? Can’t you just do a diff and undo whatever changes caused all this stuff to break? [import]uid: 122310 topic_id: 33002 reply_id: 135630[/import]
Can you send me a example of this? danny[at] coronalabs.com
From my testing that doesn’t seem to be the case. That isn’t me saying your making it up, I’m just saying perhaps we are testing this in a different way.
[import]uid: 84637 topic_id: 33002 reply_id: 135639[/import]
I just made up a simple test case, and it DOESN’T have the broken behavior, but it certainly does in my game. So I’ll take a closer look and see what might be doing it. I’ll send you something when I get the test case broken in the same way.
“If you intend for a “createScene” event to be dispatched when storyboard.reloadScene() is called, you must explicitly “purge” the scene (using storyboard.purgeScene() or [storyboard.purgeAll()][api.library.storyboard.purgeAll()]) within a “willExitScene” or “exitScene” event listener.”
We plan to make this easier in future revisions of storyboard
I am using storyboard.purgeScene( storyboard.getCurrentSceneName() ) in scene:exitScene.
I will roll back to an earlier version of Corona for the time being.
Thanks for the help so far.
Regards
T [import]uid: 134920 topic_id: 33002 reply_id: 135342[/import]
Here is a workaround you can use in the meantime (with the latest version of storyboard)
It’s not officially supported so let me know how it works out for you, and again the aim is to fix storyboard so things like this don’t need workarounds.
well. with the latest build our game is destroyed and doesn’t work at all!
And older builds force me to use doubtful workarounds.
We want to be able to reload the scene like it was loaded the first time (i.e. purge + reload)
What do you recommend?
What corona build is working like documented?
When exactly will the soryboard API bugs be fixed?
We intend to submit an update of our game as soon as possible so please be quick! [import]uid: 70635 topic_id: 33002 reply_id: 135593[/import]
@Canupa. Can you provide more specific information please?
We know there are a lot of outstanding issues with storyboard, and we will be re-writing the storyboard library from scratch in the new year (Starting work on it in January) with the goal of a more powerful, easier to use and stable library. [import]uid: 84637 topic_id: 33002 reply_id: 135595[/import]
exactly, I’m talking about “lot of outstanding issues”.
in this particular case I’m trying to purge the scene and then reloading/recreating it as if it was loaded for the first time (after the app has started).
When using build .976 I need to delay the storyboard.gotoScene-call after I purged the scene, otherwise the game crashes.
When using build .986 the purging doesn’t work at all and createScene is never invoked.
so the question is: is there a foolproof way to re-create a scene?
[import]uid: 70635 topic_id: 33002 reply_id: 135599[/import]
I finally figured out what is doing this. Its an issue when you use crawlspaceLib which overrides newRect with some functions that setup the reference point automatically.
I suspect what is happening is that the newer implementation of isModal puts up a secret invisible rectangle using display.newRect, and captures all the events that go to it. But if you have overridden display.newRect, it ends up putting that rectangle in the wrong place, with the upper left corner in the center of the screen, so only 1/4 of the screen keeps events from poking through.
my work around will just to put in my own rectangle that blocks events in my modal screens, and not rely on the one that corona gives. I can send you reproduction code.
storyboard.showOverlay’s isModal option is now broken (works fine in 928, broken in more recent builds including the most recent)…we are relying on this to work too!
Why can’t you just go back to the storyboard code from 926 when storyboard worked fine? Can’t you just do a diff and undo whatever changes caused all this stuff to break? [import]uid: 122310 topic_id: 33002 reply_id: 135630[/import]
Can you send me a example of this? danny[at] coronalabs.com
From my testing that doesn’t seem to be the case. That isn’t me saying your making it up, I’m just saying perhaps we are testing this in a different way.
[import]uid: 84637 topic_id: 33002 reply_id: 135639[/import]
I just made up a simple test case, and it DOESN’T have the broken behavior, but it certainly does in my game. So I’ll take a closer look and see what might be doing it. I’ll send you something when I get the test case broken in the same way.