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

Handling multi-touch events on Windows


Once we have installed the MultiTouchVista driver, or if we happen to have a multi-touch-capable screen, we can initialize an event loop in the application and handle the WM_TOUCH messages.

Getting ready

The first recipe contains all the relevant information about multi-touch handling. In this recipe, we only extend our code for Microsoft Windows.

Note

This book doesn’t discuss about multi-touch input emulation for Mac.

How to do it...

  1. The MinGW toolchain does not include the latest Windows SDK headers, so a number of constants should be defined to use the WM_TOUCH messages:

    #if !defined(_MSC_VER)
    #define SM_DIGITIZER            94
    #define SM_MAXIMUMTOUCHES       95
    #define TOUCHEVENTF_DOWN        0x0001
    #define TOUCHEVENTF_MOVE        0x0002
    #define TOUCHEVENTF_UP          0x0004
    #define TOUCHEVENTF_PRIMARY     0x0010
    #define WM_TOUCH                0x0240
  2. The TOUCHINPUT structure encapsulates a single touch using the WinAPI data types and should also be declared...