Will Tabbar load on top of Storyboard?

I swapped out the files in my main.lua and called intro.lua main.lua. Then, turned scene1.lua into my old intro.lua.

My next question…

I’m putting these into the scene1.lua…but still getting the error storyboard.gotoScene( “scene1”, “fade”, 400 ) can you help.Thanks.

function new()  
 local localGroup = display.newGroup();  
-------------------------------------------------------------------------------  
-- Create 5 buttons, using different optional attributes  
-------------------------------------------------------------------------------  
-- These are the functions triggered by the buttons  
local button1Release = function( event )  
if event.phase == "release" then  
 director:changeScene( "a", "fade" )  
 end  
end  
local buttonHandler = function( event )  
 if event.phase == "release" then  
 director:changeScene( "b", "fade" )  
 end  
end  
local buttonC = function( event )  
 if event.phase == "release" then  
 director:changeScene( "c", "fade" )  
 end  
end  
local link = function( event )  
 if event.phase == "release" then  
 director:changeScene( "a", "fade" )  
 end  
end  
  
local link = function( event )  
 if event.phase == "release" then  
 director:changeScene( "e", "fade" )  
 end  
end  
  
-- This button has individual press and release functions  
-- (The label font defaults to native.systemFontBold if no font is specified)  
  
local button1 = widget.newButton{  
 default = "buttonRed.png",  
 over = "buttonRedOver.png",  
 onPress = button1Press,  
 onRelease = button1Release,  
 label = "A",  
 emboss = true  
}  
-- These other four buttons share a single event handler function, identifying themselves by "id"  
-- Note that if a general "onEvent" handler is assigned, it overrides the "onPress" and "onRelease" handling  
  
-- Also, some label fonts may appear vertically offset in the Simulator, but not on device, due to  
-- different device font rendering. The button object has an optional "offset" property for minor  
-- vertical adjustment to the label position, if necessary (example: offset = -2)  
  
local C = widget.newButton{  
 default = "buttonYellow.png",  
 over = "buttonYellowOver.png",  
 onEvent = buttonC,  
 id = "c",  
 label = "C",  
 font = "Trebuchet-BoldItalic",  
 labelColor = { default = { 51, 51, 51, 255 } },  
 fontSize = 22,  
 emboss = true  
}  

[import]uid: 88495 topic_id: 35021 reply_id: 139287[/import]

The code you just posted is Director code, not storyboard code. [import]uid: 199310 topic_id: 35021 reply_id: 139329[/import]

Could I put buttonOn, buttonRelease inside a screen to view another screen having a scroll text screen through storyboard?
I really like the ButtonOn, ButtonOff functions and I’d like to use that as a menu to view some pdf’s, scroll text and such, along with a tabbar that can show maybe a map and a contact us scene for web integration.

Is this all possible with storyboard? Can storyboard transition with a menu or is that a Director feature?Thanks. [import]uid: 88495 topic_id: 35021 reply_id: 139331[/import]

Storyboard can do pretty much whatever you want it to, it’s just a convenient way of moving between distinct sections of your app and keeping things neat and tidy in terms of memory handling etc.

You could have a storyboard scene with all your menu buttons, and then each button triggers the loading of a different storyboard scene. If you wanted the menu to still stay visible underneath the new scene, you can use storyboard overlays, which loads a scene on top of the existing one.

For something like a simple ‘contact us’ page, rather than have a separate scene for that, I might create a separate display group containing that stuff within the same scene, and initially give that display group an X value of say 600, hiding it off the side of the screen.

When the ‘contact us’ button is clicked, simply transition the display group to X = 0, and slide it out again when a back button or close button is pressed. [import]uid: 93133 topic_id: 35021 reply_id: 139336[/import]

I’m having trouble resizing the widget demo to 640x1136, any clue how to get the widget resized?Thanks. [import]uid: 88495 topic_id: 35021 reply_id: 139347[/import]

If I get this error storyboard.gotoScene("scene1",options) does that mean the programming error is in Scene1?

[code]
display.setStatusBar( display.HiddenStatusBar )

local storyboard = require “storyboard”
local widget = require( “widget” )

– load first scene
storyboard.gotoScene( “scene1”, “slideLeft”, 400 )
[/code] [import]uid: 88495 topic_id: 35021 reply_id: 139352[/import]

storyboard.gotoScene(“scene1”,options) doesn’t sound like an error to me unless there is other text to go with it saying what the error is and where.

As to the resizing widgets, if you took sample code from the docs, all most all of that is sized based on a canvas of 320x480. You are using a canvas that is twice the size, so you need to double all your numbers (width, height, top, left, etc.) to represent the larger scale. So if you previously had a 120x48 button that’s too small using your scale, simply make it 240x96.

[import]uid: 199310 topic_id: 35021 reply_id: 139412[/import]