This all depends upon how many posters you have. You can quickly reach memory limits especially on the older boxes which have less than the 3 box. You can view your memory requirements using a telnet session with the ip of your box at port 8080. Then issue the command r2d2_bitmaps a couple of times and that will dump memory for you so you can see the maximum, total used, and total available. If you have a large number of posters that exceed memory then things get really complex.
There are essentially two ways to perform a grid scroll. The first and most popular I believe, is to layout your bitmaps (start with one row ) across the screen using offsets.
Generally each poster is the same size. So you start at a fixed y coordinate, say 50, and your x coordinate would be 0. assign your bitmaps to an array.
You can get the dimensions of your screen using roDeviceInfo. What you are attempting is quite a job for a noobie, especially one who does not check return values
l_width = the bitmap width + any margin between bitmaps
l_x = 0
l_y = 50
Clear screen
For each bitmap in bitmapArray
Screen.DrawObject( l_x, l_y, bitmap )
l_x = l_x + l_width
end for
Screen.SwapBuffers()
When you have that much then you can use a simple Robert Penner ease to nicely slide the bitmaps across the screen. Your really going to have to take this one step at a time. Most people start out with simple things. A grid is not simple and gets messy when you have to download images during scrolling. ROKU is a world of asynchronous operations in a single-threaded environment. It's going to take time to get to know the API
enough to write a reliable grid. If you can load all your bitmaps without sinking memory, then the job is much simpler
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