Wow, never thought this could be that frustrating. I switched to an overlay scene, where a function saveImage() calls a parent function:
-- listener function called when user is happy with image function saveImage(event) -- capture image part finalImage = display.captureBounds( imageBounds, false ) -- save finalImage in parent scene parent:setImg1(finalImage) -- go back to addfaver composer.hideOverlay() end
parent:setImg1:
function scene:setImg1(pic) globalImg1 = pic self.view:insert(globalImg1) globalImg1.x = display.contentCenterX globalImg1.y = display.contentCenterY - 2 - imageSize/2 globalImg1:scale(imageSize/globalImg1.contentWidth, imageSize/globalImg1.contentWidth) end
Again, the same problem: I can set the two images in my parent scene via the overlay scene perfectly on the simulator, but as soon as I try it on my device, the first image is lost once I set the second image. Jesus christ, this feels again like why I gave up a couple of months ago…
/edit: Another maybe interesting observation: The first image gets losts once I start the camera or gallery for the second picture. So, even before I call the saveImage() function in the overlay for the second image, I can see that the parent scene already lost the first image. So, it may have something to do with media.capturePhoto or media.selectPhoto, but I dont see whey they could kill an image that is displayed in a parent scene. Weird, just weird (at least to me) 