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

Rendering


Right now, we use only the SDL library without any OpenGL, so we will declare the iCanvas interface to allow immediate, but not always fast, rendering of geometric primitives and avoid creating the GLVertexArray instances described in the previous chapter. Later, we might provide a different iCanvas implementation to switch to another renderer:

class iCanvas: public iIntrusiveCounter
{
public:

The first two methods set the current rendering color specified as a triple of RGB integers or a 4-dimensional vector, which contains an additional alpha transparency value:

  virtual void SetColor( int R, int G, int B ) = 0;
  virtual void SetColor( const ivec4& C ) = 0;

The Clear() method clears the screen rendering surface:

  virtual void Clear() = 0;

The Rect() and Line() methods render a rectangle and a line respectively, as their names suggest:

  virtual void Rect( int X, int Y,
    int W, int H, bool Filled ) = 0;
  virtual void Line( int X1, int Y1, int X2, int Y2 ) = 0;

The texture-related...