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Ease Live Bridge SDK for Roku 
This is a guide for developers to get up and running with the Ease Live Bridge SDK for Roku.
Ease Live's main UI engine is HTML5 based. Unfortunately, Roku does not support WebViews or web apps in any way, and all apps on the Roku platform is written in BrightScript. Ease Live solves this on the Roku by rendering the UI using a combination of native SceneGraph components and cloud rendered Ease Live graphics.
Recommended Roku devices 
Any Roku model that supports OpenGL ES 2.0. This includes all currently manufactured and supported devices by Roku.
Adding the SDK to your app 
The Bridge object contains APIs available for the Ease Live Bridge SDK. In order to initialize the SDK, we need to add the component as a component library to a Scene or a SceneGraph component and load it over the network:
brightscript
m.easeLiveSDK = createObject("roSGNode", "ComponentLibrary")
m.easeLiveSDK.id = "EaseLiveSDK"
m.easeLiveSDK.uri = "https://sdk.easelive.tv/roku/1/easelivesdk.zip"
m.easeLiveSDK.observeField("loadStatus", "onLoadStatusChanged")
m.top.appendChild(m.easeLiveSDK)Once the loadStatus field of the Ease Live component library changes to ready, we can use it to reference the SDK:
brightscript
function onLoadStatusChanged()
  if m.easeLiveSDK.loadStatus = "ready"
    ' ...
  end if
end functionbrightscript
m.easeLive = createObject("roSGNode", "EaseLiveSDK:EaseLive")
m.easeLive.id = "easeLive"Next up, add the SDK to your SceneGraph layout:
brightscript
m.top.appendChild(m.easeLive)Loading a project 
To load an Ease Live overlay, call the load function with the following configuration:
brightscript
m.easeLive.callFunc("load", {
  accountId: "<ID>"
  projectId: "<ID>"
  programId: "<ID>"
})Required fields
accountId: The shorthand ID for the Ease Live accountprojectId: The ID for the projectprogramId: The ID for the program
Optional fields
env: In your project setting you can configure which Studio URL to load in different environments, such as in prod or staging. If you're not sure, just leave it out and it will selectprodautomatically. Values areprod,stagingordev.version: Specify a project version to load. If you leave it out, the SDK will automatically find the latest project version.streamId: Custom ID which can be used in timecode settings to configure offsets for custom contexts. To change this during runtime, call thesetStreamfunction.userId: Custom User ID that will be used in tracking analytics. If not specified, Roku's RIDA identifer will be used.customAdTargeting: A key-value object. Any values set here will be included in the targeting parameters for ads. To set or change any values after startup, call the functionsetCustomAdTargeting.
When to load
It is recommended to load the SDK once your video has a timecode.
 This will ensure that:
- The SDK has a timecode to get graphics for
 - The UI is available when you need it to be (no load delay)
 - Any unprompted graphics (e.g. a banner intended to be shown at a specific time) won't be missed
 
Handling focus 
The Roku app should implement handling of moving focus to and from the overlay, and send key events to the overlay while it has focus.
Give focus to Ease Live like this:
brightscript
m.easeLive.setFocus(true)When the user decides to leave the Ease Live overlay, for instance to go back to the video player controls or go out of the video stream entirely, you can listen for this by observing focusChanged:
brightscript
m.easeLive.observeField("focusChanged", "onFocusChanged")brightscript
function onFocusChanged()
  if m.easeLive.focusChanged = "unfocused"
    ' return focus to your own components
  end if
end functionBridge message with focus metadata 
When the SDK releases focus, it sends a view.focus event over the bridge. This event has metadata that includes a value with the focus state, and the reason for the change as trigger.
Triggers:
view.hide– app hidden by program or project configurationview.leave– scene does not handle "back"focus.none– no focusable targets leftuser.back– user pressed back on the remote
Payload example:
json
{
  "event": "view.focus",
  "metadata": {
    "value": false,
    "trigger": "user.back"
  }
}Synchronizing the graphics 
Player time 
A key feature of Ease Live is the ability to synchronize the overlay graphics with the video. To do this, pick up on timing information in your video player and pass it to Ease Live as a Unix timestamp (milliseconds since 1st of January 1970) in UTC (time zone 0).
brightscript
m.easeLive.callFunc("setPlayerTime", 1674641327000)As soon as you call the load method, you should start sending timecodes from the player. Keep sending them as they come out of the player, until you unload Ease Live. This will ensure that timecoded logic and graphics in our SDK flows as inteded.
LongInteger vs Integer
Make sure that you are working with LongInteger (64 bit signed integer), as regular Integer (32 bit signed integer) is too small for millisecond precision. If you use Integer you may find that your values become stuck and don't respond to arithmetic operations.
See the documentation for more information.
Player state 
Whenever the player is paused, buffering, seeking or just playing, let Ease Live know about the player state:
brightscript
m.easeLive.callFunc("setPlayerState", "playing")Supported values are:
playingseekingbufferingpausedstopped
Set Stream 
You can set a streamId to apply a matching timecode offset configured in project and program settings. A streamId declares the stream a client is watching, and any other information used to differentiate between settings. See Managing timecodes for more information.
To set streamId, either pass it along with the other parameters to the load function (can only be called once per instance):
brightscript
m.easeLive.callFunc("load", {
  ...
  streamId: "stream-1-on-roku"
})or during runtime (i.e. after load has been called) by using the setStream function:
brightscript
m.easeLive.callFunc("setStream", "stream-2-on-roku")Debugging
If the stream is configured with an offset, you should see it change in the debug overlay.
Analytics 
Set User ID 
If you want to track your own User ID for analytics purposes. If not specified, Roku's RIDA identifer will be used.
To set userId, either pass it along with the other parameters to the load function (can only be called once per instance):
brightscript
m.easeLive.callFunc("load", {
  ...
  userId: "my-custom-user-id"
})or during runtime (i.e. after load has been called) by using the setUser function:
brightscript
m.easeLive.callFunc("setUser", "my-custom-user-id")Set custom ad targeting parameters 
You can add custom ad targeting parameters either through the parameter customAdTargeting in the call to load:
brightscript
m.easeLive.callFunc("load", {
  ...
  customAdTargeting: {
    "account.propName": "some-id"
  }
})Conflict warning
It is highly recommended to prefix the keys, so as not to conflict with params configured in Studio or ones that are automatically added by the SDK.
To set targeting parameters in runtime (i.e. after load has been called), call this function:
brightscript
m.easeLive.callFunc("setCustomAdTargeting", {
  "account.propName": "new-id"
  "account.newProp": 123
})Existing parameters will be overwritten. If you wish to delete a parameter, set it to invalid.
Bridge messages 
Going beyond player synchronization, sometimes it's necessary to communicate back and forth between the OTT app and the Ease Live overlays. Example: A native app button opening up a panel within Ease Live.
The actual event name needs to be decided together with the ones working in Studio setting up the project UI. The name can be anything as long as it's a string, but we recommend prefixing it with app. or <yourProduct>..
Send messages 
To send a message to the overlays, use the following syntax.
brightscript
m.easeLive.callFunc("sendMessage", {
  event: "app.myMessage"
})Receive messages 
To listen for messages being sent from the overlays to your app, observe message:
brightscript
m.easelive.observeField("message", "onMessage")
sub onMessage(event)
  payload = event.getData()
  ' if payload.event = "..."
  '   handleSomeEvent(payload.metadata)
  ' end if
end subVideo scaling 
In Studio, you can use the Bridge -> Send video scale action with the intent to resize and move the video player in your Roku app. Ease Live can't modify the player directly, which is why we send a bridge message player.videoscale with the values necessary for you to implement this in your app.
Event metadata 
scaleX: Horizontal scale factor, between0and1scaleY: Vertical scale factor, between0and1pivotX: Horizontal anchor for the scaling animation, between0and1pivotY: Vertical anchor for the scaling animation, between0and1duration: Duration of the scale animation in milliseconds, example400(ms)
Code sample 
You can use the following code as a reference on how to animate your video player to the values provided in the metadata.
Note
In this example, m.video is the target node. An id is required for the animation to know which node to apply the transformation to.
brightscript
m.easelive.observeField("message", "onMessage")
...
' Handle bridge events
sub onMessage(event)
  payload = event.getData()
  if payload.event = "player.videoscale"
    scaleVideo(payload.metadata)
  end if
end sub
' Initialize video scale
sub initVideoScale()
  if m.videoScale <> invalid then return
  m.videoScale = {
    origin: m.video.boundingRect()
  }
  ' Create animation and interpolator nodes
  m.videoScale.animation = createObject("roSGNode", "Animation")
  ' Scale interpolator
  m.videoScale.scaleInterp = createObject("roSGNode", "Vector2DFieldInterpolator")
  m.videoScale.scaleInterp.setFields({
    key: [0.0, 1.0]
    fieldToInterp: m.video.id + ".scale"
  })
  m.videoScale.animation.appendChild(m.videoScale.scaleInterp)
  ' Pivot point interpolator
  m.videoScale.pivotInterp = createObject("roSGNode", "Vector2DFieldInterpolator")
  m.videoScale.pivotInterp.setFields({
    key: [0.0, 1.0]
    fieldToInterp: m.video.id + ".scaleRotateCenter"
  })
  m.videoScale.animation.appendChild(m.videoScale.pivotInterp)
  m.top.appendChild(m.videoScale.animation)
end sub
' Animate video scale
sub scaleVideo(options)
  initVideoScale()
  ' Scale from and to
  fromScaleX = m.video.scale[0]
  fromScaleY = m.video.scale[1]
  toScaleX = options.scaleX
  toScaleY = options.scaleY
  m.videoScale.scaleInterp.keyValue = [
    [fromScaleX, fromScaleY]
    [toScaleX, toScaleY]
  ]
  ' Pivot from and to
  fromPivotX = m.video.scaleRotateCenter[0]
  fromPivotY = m.video.scaleRotateCenter[1]
  toPivotX = m.videoScale.origin.width * options.pivotX
  toPivotY = m.videoScale.origin.height * options.pivotY
  m.videoScale.pivotInterp.keyValue = [
    [fromPivotX, fromPivotY]
    [toPivotX, toPivotY]
  ]
  ' Update duration and start animating
  m.videoScale.animation.duration = options.duration / 1000
  m.videoScale.animation.control = "start"
end subTo test your implementation, you can use the example project for video scaling.
Debugging 
Enable debug mode to display information about the project, program and player on the screen.
brightscript
m.easeLive.debug = trueWhen debug is off (default), you can also open up the debug panel by by pressing the following combination on the remote:Longpress Left for 5 seconds → Up → Right → Left
 Using the shortcut again will close the overlay.
Overriding the shortcut 
It is recommended to keep the default shortcut, as users are unlikely to trigger it by accident, as well as having a minimal effect on the interface.
 Keeping that in mind, you can override it by adding a line to your manifest file like this:
ease_live_debug_overlay_default_shortcut=...Replace ... with your shortcut in this pattern: key.long+key+key
 For example, the default shortcut looks like this: left.long+up+right+left
Alternatively, there's a developer shortcut option that only works while in developer mode:
ease_live_debug_overlay_dev_shortcut=...Find the supported key strings in the official documentation.
Debugging nodes 
To enable debugging of nodes, set this in your manifest:
ease_live_debug_nodes=trueThis will render node names, IDs and rectangles around the nodes.
Unload the overlay 
To safely remove the overlay from SceneGraph, call the unload function:
brightscript
m.easeLive.callFunc("unload")If you want to be notified when the SDK is done removing itself, observe the statusChanged field for unloaded:
brightscript
m.easeLive.observeField("statusChanged", "onStatusChanged")brightscript
function onStatusChanged()
  if m.easeLive.statusChanged = "unloaded"
    ' ...
  end if
end functionSDK status 
By observing statusChanged you will know which state the SDK is in. Available states are:
loading: The SDK is currently loading in the project, graphics and dataunloaded: The SDK has finished tearing down the UIready: The SDK and overlay is all setup and is ready to be usedfailed: Something went wrong and you should remove the SDK from the scene
Project and program status 
The project and program that is loaded into the app, can be visible or hidden based on settings. These can be changed during runtime. Example: Something goes wrong during a game and you want to hide the graphics for everyone already watching.
brightscript
m.easeLive.observeField("appStatusChanged", "onAppStatusChanged")brightscript
function onAppStatusChanged()
  if m.easeLive.appStatusChanged = "disabled"
    ' ... unload the overlays
  end if
end functionenabled: The overlay is running normally and is displayed on screenhidden: The overlay is loaded in, but the graphics are hidden. They can be turned on/off in project and program settings. Whenever the graphics are hidden, focus is given back to the appdisabled: The project or program is disabled, and you should likely unload the entire SDK
View status 
The bridge will send a message with the event type view.ready once the graphics that are expected to be visible immediately after loading the SDK have been loaded.
Error handling 
If something critical happens and the SDK isn't able to handle it, the error is logged and passed to the error field. Observe it to make sure you can catch the error and remove the overlay:
brightscript
m.easeLive.observeField("error", "onEaseLiveError")brightscript
sub onEaseLiveError(event)
  ' error = event.getData()
  ' error.type
  ' error.message
  ' error.description
end subTIP
If an error is thrown, m.easeLive.statusChanged will also be set to failed.
Initial load timeout error 
If it takes more than 20 seconds to load the overlays, it means the Bridge hasn't received any data from the API. statusChanged will be set to failed and the following error event will be triggered:
{
  message: "Loading is taking too long"
}Widgets 
Custom SceneGraph components can be embedded into the Ease Live overlay in Roku, if you have it packaged as a Component Library.
Studio configuration 
In the properties inspector for your embed layer, look for:
Embed for Roku
- Component library URI
 - Library name
 - Component name
 
Embed data
 Key-value object passed to the widget.
Incoming widget event 
To handle lifecycle and focus events, your component needs to have the incomingWidgetEvent field.
Interface
xml
<field id="incomingWidgetEvent" type="assocarray" alwaysNotify="true" />Payload format
{
  event: <event-name>
  metadata: <dynamic>
}Event types 
event | metadata | 
|---|---|
| install | See own section | 
| show | – | 
| hide | – | 
| focus | true false | 
| resize | Vector2D | 
| playerState | "stopped" "playing" "paused" "buffering" "seeking" | 
| playerTime | LongInteger Unix timestamp in milliseconds | 
| destroy | – | 
Code example 
brightscript
sub init()
  m.top.observeField("incomingWidgetEvent", "onWidgetEvent")
end sub
sub onWidgetEvent(ev)
  payload = ev.getData()
  event = payload.event
  metadata = payload.metadata
  if event = "install"
    m.widgetMetadata = metadata
    onWidgetInstall()
  else if event = "show"
  else if event = "hide"
  else if event = "focus"
    onWidgetFocus(metadata)
  else if event = "resize"
    ' updateSize(metadata)
  else if event = "playerState"
  else if event = "playerTime"
  else if event = "destroy"
    onWidgetDestroy()
  end if
end sub
' Widget is added to the node tree
sub onWidgetInstall()
  ' updateSize(m.widgetMetadata.size)
  ' ...
end sub
' Widget layer focus state changed
sub onWidgetFocus(focused)
  if focused
    ' Take focus from EaseLive and start handling key events
    m.top.setFocus(true)
    ' To release focus again, do `m.top.setFocus(false)`
  end if
end sub
' Widget instance will be removed
sub onWidgetDestroy()
  ' Stop ongoing tasks and timers
end subWarning
If you take focus away from EaseLive, make sure to release it again in a predictable manner (including but not limited to handling "Back" key), to avoid situations where the user gets stuck.
Install event metadata 
{
  ' Ease Live SDK load params
  ...custom-load-params
  accountId: String
  projectId: String
  programId: String
  streamId: String
  userId: String
  scheduledStartTime: ISO 8601
  scheduledStartEnd: ISO 8601
  player: {
    state: String ' stopped|playing|paused|buffering|seeking
    time: LongInteger ' Unix timestamp in ms
  }
  size: Vector2D ' [width, height]
  widgetData: {
    ' Data configured for the layer in Studio
  }
}Outgoing widget event 
To send messages to Ease Live, add a field outgoingWidgetEvent to the interface of your root component.
Interface
xml
<field id="outgoingWidgetEvent" type="assocarray" alwaysNotify="true" />Event format
{
  event: <name as string>
  metadata: <payload as dynamic>
}Key event
Send this to allow Ease Live to continue navigating in the direction that resulted in focus being released from your widget.
brightscript
function onKeyEvent(key, press) as boolean
  ' Send key event
  m.top.outgoingWidgetEvent = {
    event: "key"
    metadata: {
      key: key
      press: press
    }
  }
  ' Example key handler
  handled = false
  if press
    if key = "down"
      if atLastItem()
        m.top.setFocus(false)
      else
        nextItem()
      end if
      handled = true
    else if key = "up"
      if atFirstItem()
        m.top.setFocus(false)
      else
        prevItem()
      end if
      handled = true
    else if key = "back"
      m.top.setFocus(false)
    end if
  else
  end if
  return handled
end functionWidget size 
The size of the viewport the widget is embedded in can be accessed in the install event metadata as metadata.size, and resize event metadata directly as metadata, as a Vector2D.