Book Image

Android NDK Game Development Cookbook

Book Image

Android NDK Game Development Cookbook

Overview of this book

Android NDK is used for multimedia applications which require direct access to a system's resources. Android NDK is also the key for portability, which in turn provides a reasonably comfortable development and debugging process using familiar tools such as GCC and Clang toolchains. If your wish to build Android games using this amazing framework, then this book is a must-have.This book provides you with a number of clear step-by-step recipes which will help you to start developing mobile games with Android NDK and boost your productivity debugging them on your computer. This book will also provide you with new ways of working as well as some useful tips and tricks that will demonstrably increase your development speed and efficiency.This book will take you through a number of easy-to-follow recipes that will help you to take advantage of the Android NDK as well as some popular C++ libraries. It presents Android application development in C++ and shows you how to create a complete gaming application. You will learn how to write portable multithreaded C++ code, use HTTP networking, play audio files, use OpenGL ES, to render high-quality text, and how to recognize user gestures on multi-touch devices. If you want to leverage your C++ skills in mobile development and add performance to your Android applications, then this is the book for you.
Table of Contents (16 chapters)
Android NDK Game Development Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Using the FreeType library for text rendering


FreeType has become a de facto standard for high-quality text rendering. The library itself is quite easy to use, and the compilation of a static version relies on the makefile similar to other libraries from this chapter.

Getting ready

Download the most recent source code from the library home page: http://www.freetype.org.

The main FreeType concepts are: a font face, a glyph, and a bitmap. Font faces are collections of all the characters in a font for a given encoding. This is exactly what is stored in the .ttf files (besides copyrights and similar meta information). Each character is called a glyph and is represented using geometrical primitives, such as spline curves. These glyphs are not something that we can copy pixel-wise to the screen or a frame buffer. We have to rasterize a bitmap of the glyph using FreeType rasterization functions.

Let’s look at a single glyph:

FreeType glyph metrics

The xMin, xMax, yMin, and yMax values define the dimensions...