Book Image

Mastering Android NDK

Book Image

Mastering Android NDK

Overview of this book

Android NDK is used for multimedia applications that require direct access to system resources. NDK is also the key for portability, which in turn allows a reasonably comfortable development and debugging process using familiar tools such as GCC and Clang toolchains. This is a hands-on guide to extending your game development skills with Android NDK. The book takes you through many clear, step-by-step example applications to help you further explore the features of Android NDK and some popular C++ libraries and boost your productivity by debugging the development process. Through the course of this book, you will learn how to write portable multi-threaded native code, use HTTP networking in C++, play audio files, use OpenGL ES 3, and render high-quality text. Each chapter aims to take you one step closer to building your application. By the end of this book, you will be able to create an engaging, complete gaming application.
Table of Contents (17 chapters)
Mastering Android NDK
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Creating an on-screen joystick


An on-screen joystick is based on multi-touch handling. Two structures contain descriptions of a single joystick button and an axis. The button is given an index and is specified by its color in the FColour field of the sBitmapButton structure. When a user taps the screen where the underlying pixel in the joystick mask has the color matching with one of the buttons, the clScreenJoystick class sets the pressed flag for the button:

struct sBitmapButton
{
  ivec4 FColour;
  int FIndex;
};

The sBitmapAxis structure represents a single stick of a joystick and contains two axes corresponding to vertical and horizontal directions. On the joystick mask bitmap, it is represented as a circular element centered at FPosition with the radius FRadius. The FAxis1 and FAxis2 indices specify which logical joystick axes are affected by this onscreen stick.

The FColour field is used to determine whether the user is touching this axis:

struct sBitmapAxis
{
  float FRadius;
  vec2...