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

Graphics initialization using SDL2


In our previous book, Android NDK Game Development Cookbook, Packt Publishing, we learned in great detail how to initialize OpenGL ES 2 on Android and OpenGL 3 Core Profile on desktop using our own handcrafted code. Now, we will do it using the SDL2 library, which is available at https://www.libsdl.org. Let's take a look at the 1_GLES3 example. The Java code for this example, besides SDL2 internals of course, is short and simple:

package com.packtpub.ndkmastering;
import android.app.Activity;
import android.os.Bundle;
public class AppActivity extends org.libsdl.app.SDLActivity
{
  static
  {
    System.loadLibrary( "NativeLib" );
  }
  public static AppActivity m_Activity;
  @Override protected void onCreate( Bundle icicle )
  {
    super.onCreate( icicle );
    m_Activity = this;
  }
};

Everything else is done in the C++ code. There is the main() function, which is redefined by SDL2 using a macro to make our application look like a desktop one:

int main(int...