The release of Storyboard Suite 3.0 includes a number of new features including, iOS support, an animation time line editor, OpenGL ES custom shader support, language translation manager, non-MMU device support, and image optimization tools.
You now have the additional option of exporting your Storyboard application to iOS. As with our initial Android support, our iOS support will be limited to just the application itself and will have restricted interaction with system resources or third party applications. The initial intent is for customers to have another popular platform to interact with their application while in the prototype phase of development.
Animations received a major overhaul in Storyboard Suite 3.0. Customers now have the ability to create new animations by pressing the animation record button and moving controls around within the screen editor. When done, your new animation will be displayed in the new animation time-line editor where you can continue fine tuning your animation.
With the introduction of custom shaders in Storyboard Suite 3.0 customers now have additional options to provide an even richer UI experiences for their end users. Some of the initial custom shaders you can use include spotlight, sepia, zooming, ripples, and glowing text.
Storyboard makes translating and internationalizing the text content of your application a straightforward activity. Dynamic text content is treated the same as any other dynamic content that is rendered to the display.
Crank Software will be introducing support in Storyboard Suite 3.0 for non-MMU targets by offering a runtime for Segger's embOS. New and existing Crank customers will now be able to use Storyboard Suite 3.0 as a single solution to support traditional 32 bit family processors and lower level non MMU platforms.
Some images can now be modified with in Storyboard Suite 3.0. Alpha can be removed from images that is not needed to enhance system performance. Another feature is the ability to merge multiple image controls into one control with the individual images rendered into one single image.
Application can crash on exit when the application is torn down before the input thread is cancelled. The input thread can potentially attempt to access the closed application resulting in a segmentation fault when the application terminates.