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

Abstracting file streams


File I/O APIs differ slightly between Windows and Android (POSIX) operating systems, and we have to hide these differences behind a consistent set of C++ interfaces. All libraries we have compiled in Chapter 2, Porting Common Libraries use their own callbacks and interfaces. In order to unify them, we shall write adapters in this and subsequent chapters.

Getting ready

Please make sure you are familiar with the UNIX concept of the file and memory mapping. Wikipedia may be a good start (http://en.wikipedia.org/wiki/Memory-mapped_file).

How to do it...

  1. From now on, our programs will read input data using the following simple interface. The base class iObject is used to add an intrusive reference counter to instances of this class:

    class iIStream: public iObject
    {
    public:
      virtual void    Seek( const uint64 Position ) = 0;
      virtual uint64  Read( void* Buf, const uint64 Size ) = 0;
      virtual bool    Eof() const = 0;
      virtual uint64  GetSize() const = 0;
      virtual uint64...