trying to put back buttons in storyboard

I didnt think this scrollNav was a display object, is it? I tried everything yesturday. But the scrollNav sits on top of the tabbar and my button. I tried moving the scrollNav = Require (“scrollNav”) is what moves the video tutorials, I just can figure out where this needs to be with the tabbar and my button.

As with story board scenes, I feel like the create, exit, destroy some confusing. I can’t understand of the first scene is part of the second and stuff…like one continious piece of film you can rewind,play,and forward. Or if one scene ends while another begins. Its seems to be all one continious movement when one scene transitions to another.
As for my code I still don’t know where scrollNav = Require(“scrollNav”) should sit.Thanks. [import]uid: 88495 topic_id: 34875 reply_id: 138728[/import]

Where did you get scrollNav from? [import]uid: 199310 topic_id: 34875 reply_id: 138729[/import]

After breaking down all the code and re-sorting to find which enable what. I found moving this…

-- Setup a scrollable content group  
scrollNav = require("scrollNav")  
 scrollNav = scrollNav.new({left=0, right=0, tm=topMargin, lm=leftMargin, sp=spacing})  

Affected the tutorial video slider.
Because all I want to do is have this work inside the storyboard. But it takes precedent someway and covers the top of the whole scene and gives me no option to put in back button. [import]uid: 88495 topic_id: 34875 reply_id: 138732[/import]

Videotuts.lua

[code]
local storyboard = require( “storyboard” )
local scene = storyboard.newScene()
local content = require(“content”)
local image, backgroundWidth, backgroundHeight, backgroundAlignment

– Touch event listener for background image
local function onSceneTouch( self, event )
if event.phase == “began” then

storyboard.gotoScene( “scene1”, “slideLeft”, 800 )

return true
end
end

– Setup a scrollable content group
scrollNav = require(“scrollNav”)
scrollNav = scrollNav.new({left=0, right=0, tm=topMargin, lm=leftMargin, sp=spacing})

– Called when the scene’s view does not exist:
function scene:createScene( event )

button1 = display.newImage( “weatherbutton.png”, 100,700 )
button1.touch = onSceneTouch

local screenGroup = self.view
image = display.newImage( “bg.jpg” )
screenGroup:insert( image )

– Background Width/Height/Alignment
backgroundWidth = 120
backgroundHeight = 280
backgroundAlignment = “center”

– Scroll Nav spacing/margins
spacing = 50
leftMargin = 10
topMargin = 100

screenGroup:insert( button1 )

end
– Iterate through content and add to scrollNav

for index, value in ipairs(content) do
local thumb = display.newImage(content[index].thumb)
scrollNav:insertButton(thumb, content[index].asset)

end

– Called prior to the removal of scene’s “view” (display group)
function scene:destroyScene( event )

print( “((destroying scene 1’s view))” )
end


– END OF YOUR IMPLEMENTATION

– “createScene” event is dispatched if scene’s view does not exist
scene:addEventListener( “createScene”, scene )
– “createScene” event is dispatched if scene’s view does not exist

– “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
[/code] [import]uid: 88495 topic_id: 34875 reply_id: 138734[/import]

For instance, I can’t get the button on top of the bimage

[code]
– Called when the scene’s view does not exist:
function scene:createScene( event )
local screenGroup = self.view

buttonWeather = display.newImage( “weatherbutton.png”, 100, 200 )
buttonWeather.touch = onSceneTouch
screenGroup:insert( buttonWeather )
local bimage = display.newImage(“corkdesk.png”,true)
text1 = display.newText( “Scene 1”, 0, 0, native.systemFontBold, 24 )
text1:setTextColor( 255 )
text1:setReferencePoint( display.CenterReferencePoint )
text1.x, text1.y = display.contentWidth * 0.5, 50
screenGroup:insert( text1 )

text2 = display.newText( "MemUsage: ", 0, 0, native.systemFont, 16 )
text2:setTextColor( 255 )
text2:setReferencePoint( display.CenterReferencePoint )
text2.x, text2.y = display.contentWidth * 0.5, display.contentHeight * 0.5
screenGroup:insert( text2 )

text3 = display.newText( “Touch to continue.”, 0, 0, native.systemFontBold, 18 )
text3:setTextColor( 255 ); text3.isVisible = false
text3:setReferencePoint( display.CenterReferencePoint )
text3.x, text3.y = display.contentWidth * 0.5, display.contentHeight - 100
screenGroup:insert( text3 )

print( “\n1: createScene event”)
end
[/code] [import]uid: 88495 topic_id: 34875 reply_id: 138739[/import]

I still don’t know what scrollNav is. Can you post the code to that module or give me a URL where you got it from? I have no idea what the underlying features are of that.

Then for your second issue. You never insert bimage into screenGroup. But even if you do, that graphic is sitting above your buttonWeather graphic. The order things are created and inserted into groups affects what is on top of one another. [import]uid: 199310 topic_id: 34875 reply_id: 138743[/import]

I can’t find it in this build of corona, but it was a video media sample app that was in landscape mode. I took that and was trying to incorporate it into widget with tabbar.

[import]uid: 88495 topic_id: 34875 reply_id: 138749[/import]