Hello,
I have an app with several scenes and in each one I have an image at the top with a menu drawn. I use a touch event to get the x/y and based on that I go to other scenes. It works great on all of my pages except one. It is a scene that I have added a native webView to for displaying a website inside the app. Is this a bug?
Below is the code to that scene.
Thanks!
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--
-- SceneFacebookWeb.lua
--
----------------------------------------------------------------------------------
local storyboard = require( "storyboard" )
storyboard.removeAll()
local scene = storyboard.newScene()
local widget = require ( "widget" )
local facebook = require ( "facebook" )
local imgHeader
local webView = native.newWebView( 0, 122, 320, 357 )
webView:request( "http://www.facebook.com/xxxxxxxx" )
-- Touch event listener for background image
local function onSceneTouch( self, event )
--MENU BAR
if event.x \> 0 and event.y \> 90 and event.x \< 48 and event.y \< 121 then
scrollView:removeSelf()
storyboard.gotoScene( "SceneHome" )
end
if event.x \> 47 and event.y \> 90 and event.x \< 100 and event.y \< 121 then
scrollView:removeSelf()
storyboard.gotoScene( "SceneEvents" )
end
if event.x \> 99 and event.y \> 90 and event.x \< 182 and event.y \< 121 then
scrollView:removeSelf()
storyboard.gotoScene( "SceneHappyHour" )
end
if event.x \> 181 and event.y \> 90 and event.x \< 251 and event.y \< 121 then
scrollView:removeSelf()
storyboard.gotoScene( "SceneFacebook" )
end
if event.x \> 250 and event.y \> 90 and event.x \< 320 and event.y \< 121 then
scrollView:removeSelf()
storyboard.gotoScene( "SceneLocation" )
end
return true
end
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-- BEGINNING OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------
-- Called when the scene's view does not exist:
function scene:createScene( event )
local screenGroup = self.view
imgHeader = display.newImage( "Header.jpg")
screenGroup:insert( imgHeader )
imgHeader:addEventListener("touch", imgHeader) -- [!] added due to flag code
display.setDefault( "background", 0, 0, 0 )
screenGroup:insert( imgHeader )
end
-- Called immediately after scene has moved onscreen:
function scene:enterScene( event )
imgHeader.ready = true
--[[
-- Update Lua memory text display
local showMem = function()
imgHeader:addEventListener( "touch", imgHeader )
end
local memTimer = timer.performWithDelay( 1000, showMem, 1 )
--]]
end
-- Called when scene is about to move offscreen:
function scene:exitScene( event )
local group = self.view
imgHeader.ready = false
end
-- Called prior to the removal of scene's "view" (display group)
function scene:destroyScene( event )
local group = self.view
end
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-- END OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------
-- "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 )
---------------------------------------------------------------------------------
return scene
[import]uid: 184193 topic_id: 35504 reply_id: 335504[/import]