You will need at least one roScreen component in your 2D game application to draw on and get events from. The origin (0,0) is the top left corner of the screen. The pixels are always RGBA 32 bits. Multiple roScreen components stack, and like other screen components only the top screen is viewable and gets events. An roScreen that is not the top most screen can still be drawn to.
Once an roScreen is created, the display stack enters "Game Mode", and other screen components cannot be used. Screensavers will also be disabled and will appear as a black screen in its place. Other screen components cannot be intermixed with roScreens as the roScreen display stack is maintained independently from the main screen component display stack. When the final roScreen component is closed, other screen components can be used again.
When the roScreen constructor is called, an optional double buffer flag, and an optional resolution can be passed. If the screen is double buffered, two buffers are fully allocated when CreateObject() succeeds. If the screen is single buffered only one buffer is allocated and the "front" and "back" buffers in method descriptions below are the same buffer. When a screen is created with a different resolution than the output display, it is scaled automatically to the output display resolution.
To maintain proper aspect ratio, and take care of the different pixel aspect ratio in HD vs SD; there is a fixed set of bitmap resolutions that are allowed to be created for screens:
HD mode screensizes: