UI Element name display?

Hi everyone, I’m working on a partially completed app, trying to track down why a scene isn’t changing, and other problems, one of which is that when a button is pressed, it’s window clears, but there is another semi-opaque window left, and I’m trying to figure out the name of that window. Is there any debugging options that’l show the name of any ui elements?

Corona really doesn’t provide that level of UI control.  You have an OpenGL canvas and use various API’s to draw on it.  Corona does offer two “Scene Managers” (Storyboard and Composer) that are used to manage multiple scenes, which could be what’s going on.  There are other community provided scene  managers too, like Director.

Without knowing more about how your app is built, it’s going to be hard to offer you any solid advice.

Rob

Thanks for the answer Rob. Like I said, I’m coming into dev after the project was already started, so I’m still trying to get up to speed on it. I know we’re using composer and that all of the other scene changes up to this point are working fine. For the scene in question, I’m working on and “end game” button that appears when a level has been cleared, and is supposed to take you back to a level select scene. The window that contains the button that gets clicked is hidden successfully, the level variables are changed, successfully (as evidenced as some print statements to the console)

here’s where I’m at, currently:

onBackToMenu = function( self, event) print("Clickied") sound:play( "buttonhit" ) --composer.gotoScene( "levelSelect", "fade", 400 ) local target = event.target if(event.phase == "began") then print("Event began") panel1:hide() --showhide = true local currentScene = composer.getSceneName("current") print( currentScene ) composer.removeScene(currentScene) local prevScene = composer.getSceneName("previous") print(prevScene) composer.gotoScene( prevScene ) elseif(event.phase == "ended") then --layers:removeSelf() print("event ended") -- Release the focus so that the next button touched will get touch events. end return true end --Settings panel close button. onSettingsClose = function( self, event) sound:play( "buttonhit" ) local target = event.target if(event.phase == "began") then panel:hide() showhide = true elseif(event.phase == "ended") then -- Release the focus so that the next button touched will get touch events. end return true end

Look for things being created in other scenes that might not be getting added to that scene’s “screenGroup” or self.view.  Items that are not in that group are not managed by Composer.

Rob

Yea, that’s why I was hoping i could get the names to display, but back through everything i will have to go.

Corona really doesn’t provide that level of UI control.  You have an OpenGL canvas and use various API’s to draw on it.  Corona does offer two “Scene Managers” (Storyboard and Composer) that are used to manage multiple scenes, which could be what’s going on.  There are other community provided scene  managers too, like Director.

Without knowing more about how your app is built, it’s going to be hard to offer you any solid advice.

Rob

Thanks for the answer Rob. Like I said, I’m coming into dev after the project was already started, so I’m still trying to get up to speed on it. I know we’re using composer and that all of the other scene changes up to this point are working fine. For the scene in question, I’m working on and “end game” button that appears when a level has been cleared, and is supposed to take you back to a level select scene. The window that contains the button that gets clicked is hidden successfully, the level variables are changed, successfully (as evidenced as some print statements to the console)

here’s where I’m at, currently:

onBackToMenu = function( self, event) print("Clickied") sound:play( "buttonhit" ) --composer.gotoScene( "levelSelect", "fade", 400 ) local target = event.target if(event.phase == "began") then print("Event began") panel1:hide() --showhide = true local currentScene = composer.getSceneName("current") print( currentScene ) composer.removeScene(currentScene) local prevScene = composer.getSceneName("previous") print(prevScene) composer.gotoScene( prevScene ) elseif(event.phase == "ended") then --layers:removeSelf() print("event ended") -- Release the focus so that the next button touched will get touch events. end return true end --Settings panel close button. onSettingsClose = function( self, event) sound:play( "buttonhit" ) local target = event.target if(event.phase == "began") then panel:hide() showhide = true elseif(event.phase == "ended") then -- Release the focus so that the next button touched will get touch events. end return true end

Look for things being created in other scenes that might not be getting added to that scene’s “screenGroup” or self.view.  Items that are not in that group are not managed by Composer.

Rob

Yea, that’s why I was hoping i could get the names to display, but back through everything i will have to go.