Seperate virtual 'window'/display section for each scene's display

This may be already supported but I would not know the latest terminology if it does…

I have several storyboard scenes  that create their own display [in groups] and  each scene changes within the app individually, one scene at a time owning the totally screen real estate.

I would like to divide the screen real estate  into ‘say’ four sections and have each section showing a different scene virtual display in it’s own ‘window’ section. The requirement is to adjust scene’s displays ‘concurrently’ based on user input.

I could design this from the ground up, if it was an original requirement , but after spending some time getting each scene working the user now would like to see 2,3,or 4 concurrently. So I am really looking for an easy solution by setting up ‘virtual’ windows to one screen.

I would not really multi-task but just run round each scene in order to change each output.

Thoughts & ideas  running through my mind as I type…

What about screen capture of  each scene’s output and display ‘captured scene’.png output and redisplay in each section with png image transition…?

Any guidance appreciated…

If you modularise each scene’s content you can render each one in it’s own display, control it’s borders with newContainer() and show all at the same time.

You should code each unit of user input and information display so that it can be reused multiple times. This way, you’ll be able to render everything you need at the same time.

Thanks Horacebury,

Each scene’s content is moduler, by default, if I understand you comment.

The container() is  a good pointer and will most likely solve my problem. It has, I am sure,  saved me some time in research.

In looking for the easiest route I would have hoped a ‘group’ could be placed inside a container, but will looks like I need to  change existing code to just use containers instead of groups per scene, or have I missed something.

I have looked up the documentation but infortunately the examples links are broken, in

 http://coronalabs.com/blog/2013/10/21/tutorial-containers-in-graphics-2-0/

Do you or anyone have links to some container () examples ?

Alec

Hi @ibmprgmrsince1964,

Apologies for the broken links. I just removed them from that tutorial. These projects are actually available to you in your local Corona SDK application folder here:

CoronaSDK > SampleCode > Graphics-Premium

Best regards,

Brent

Thanks Brent

A few tests on my app has got me in a catch 22, unless I change quite a lot of code, I think.

I am using graphics 2.0 but it is in  compatibility mode 1.

App was running well without containers. Now using containers I am getting  warnings.

Warning: /Users/aleccockleNewMacbook/Library/Application Support/Outlaw/Sandbox/420/Scenes/dashboard.lua:14: display.newContainer() is only supported in graphics 2.0. Your mileage may vary in graphicsCompatibility 1.0 mode
 

(object.fill) This may be a bit of a red herring in the example, as It is saying I need to use PRO from code examples

http://coronalabs.com/blog/2013/10/21/tutorial-containers-in-graphics-2-0/

However no documentation on this page as far as I can see says the example  is restricted to the Pro version…

I assume that Groups cannot be inserted into containers , just each display objects. So not only do I need to change from compatibility mode but change group inserts to containers…Not a quick task but workable.

A container is a group, just with boundaries.  Groups can be inserted in groups.   Object.fill is a pro feature.

Rob

Great.

Ok, I tried the examples Brent and they all failed because of the PRO only bkgd.fill.effect.

Commenting these out they seem to run OK.

From container example it shows the image gradually beingmasked out while it stays the same same size while the container gets smaller.

I would like all display objects to reduce in size as the contaner shrinks.

Are there any events I can hook into as the containers change? Can’t immediately see.

I will go away and read some more, as I suspect you may think I am getting ‘easy’ cheap’ training… . thanks all for the pointers

If you modularise each scene’s content you can render each one in it’s own display, control it’s borders with newContainer() and show all at the same time.

You should code each unit of user input and information display so that it can be reused multiple times. This way, you’ll be able to render everything you need at the same time.

Thanks Horacebury,

Each scene’s content is moduler, by default, if I understand you comment.

The container() is  a good pointer and will most likely solve my problem. It has, I am sure,  saved me some time in research.

In looking for the easiest route I would have hoped a ‘group’ could be placed inside a container, but will looks like I need to  change existing code to just use containers instead of groups per scene, or have I missed something.

I have looked up the documentation but infortunately the examples links are broken, in

 http://coronalabs.com/blog/2013/10/21/tutorial-containers-in-graphics-2-0/

Do you or anyone have links to some container () examples ?

Alec

Hi @ibmprgmrsince1964,

Apologies for the broken links. I just removed them from that tutorial. These projects are actually available to you in your local Corona SDK application folder here:

CoronaSDK > SampleCode > Graphics-Premium

Best regards,

Brent

Thanks Brent

A few tests on my app has got me in a catch 22, unless I change quite a lot of code, I think.

I am using graphics 2.0 but it is in  compatibility mode 1.

App was running well without containers. Now using containers I am getting  warnings.

Warning: /Users/aleccockleNewMacbook/Library/Application Support/Outlaw/Sandbox/420/Scenes/dashboard.lua:14: display.newContainer() is only supported in graphics 2.0. Your mileage may vary in graphicsCompatibility 1.0 mode
 

(object.fill) This may be a bit of a red herring in the example, as It is saying I need to use PRO from code examples

http://coronalabs.com/blog/2013/10/21/tutorial-containers-in-graphics-2-0/

However no documentation on this page as far as I can see says the example  is restricted to the Pro version…

I assume that Groups cannot be inserted into containers , just each display objects. So not only do I need to change from compatibility mode but change group inserts to containers…Not a quick task but workable.

A container is a group, just with boundaries.  Groups can be inserted in groups.   Object.fill is a pro feature.

Rob

Great.

Ok, I tried the examples Brent and they all failed because of the PRO only bkgd.fill.effect.

Commenting these out they seem to run OK.

From container example it shows the image gradually beingmasked out while it stays the same same size while the container gets smaller.

I would like all display objects to reduce in size as the contaner shrinks.

Are there any events I can hook into as the containers change? Can’t immediately see.

I will go away and read some more, as I suspect you may think I am getting ‘easy’ cheap’ training… . thanks all for the pointers