Hi, I have a problem. I have used Roimagecanvas for the custom keyboard with a login screen. Here I’m using Roku 3 and Roku 4.
When the app loaded on the Roku 3, the positions are correct. But Roku 4 is not the same. The positions are changed.
In Roku 3, the positions are correct.
But, In Roku 4 , All are changed. So Roimagecanvas will effect with resolutions? How can I render the layers with respect to current Display Type (1080p or 720P) ?
This has to do with some funny behavior of roImageCanvas. It tops out at 1280x720, even if the UI is running FHD. I’ve seen this problem in a custom video player that was using GetCanvasRect() to set the video destination on the screen. In Roku 4 it only covered half the screen. Best thing to do is to use the width and height from GetCanvasRect() to calculate positions rather than GetDisplaySize().
For reference, here’s output from a dummy channel I have to dump all this stuff:
Hi, Thank you very much for your reply with your solution. I appreciate that. So we should hard-code the width and height like 1920:1080 or 1280:720 . right?
Actually, we are taking the position with respect to the current resolution via displaySize = deviceInfo.GetDisplaySize(). But this is not working here. should I hard-code height and width?
“RENJITHVR4” wrote:
Hi, Thank you very much for your reply with your solution. I appreciate that. So we should hard-code the width and height like 1920:1080 or 1280:720 . right?
Actually, we are taking the position with respect to the current resolution via displaySize = deviceInfo.GetDisplaySize(). But this is not working here. should I hard-code height and width?
No - please read attentively what Veeta said:
“Veeta” wrote:
Best thing to do is to use the width and height from GetCanvasRect() to calculate positions rather than GetDisplaySize().