"cpjamloki" wrote:
thanx beltown for reply. is there any alternate for roTextureManager in legacy device as i want to hit a service and show images on my roscreen in legacy device.
Is your roScreen component a) implementing a 2D game, or b) re-inventing one of the Roku built-in components?
If a) then one alternate option would be to implement your own Texture Manager. Or you could pay someone to code one for you, or hope that some benevolent developer would give you the code that they've already written for this purpose.
If b) then your channel could check the firmware version at startup using ifDeviceInfo.GetVersion (). If the major version number is less than 5, assume you're running the legacy firmware, and use built-in Roku components to display your content lists (roPosterScreen, roListScreen, roGridScreen, etc.) and content items (roSpringboardScreen, roParagraphScreen, roVideoScreen, etc.) If the major version is at least 5 then use your roScreen code along with the roTextureManager. You may actually find this easier than trying to implement your own Texture Manager. Using the built-in components is considerably easier than trying to develop custom components with roScreen. If you don't have much animation or scrolling then implementing the custom components using an roImageCanvas would be another option; the roImageCanvas handles the image caching for you automatically just like the other built-in components. If you do decide to use a separate code path for the legacy firmware-equipped Rokus, then both sets of code would reside in the same channel package (in different files most likely), but could share many common features. You'd also have to watch out that the total size of your zipped channel package does not exceed the 750KB limit for legacy Rokus, which might be doable if you're downloading the images from your server.