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Android Programming with Kotlin for Beginners

You're reading from   Android Programming with Kotlin for Beginners Build Android apps starting from zero programming experience with the new Kotlin programming language

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Product type Paperback
Published in Apr 2019
Publisher Packt
ISBN-13 9781789615401
Length 698 pages
Edition 1st Edition
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Author (1):
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John Horton John Horton
Author Profile Icon John Horton
John Horton
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Table of Contents (31) Chapters Close

Preface 1. Getting Started with Android and Kotlin FREE CHAPTER 2. Kotlin, XML, and the UI Designer 3. Exploring Android Studio and the Project Structure 4. Getting Started with Layouts and Material Design 5. Beautiful Layouts with CardView and ScrollView 6. The Android Lifecycle 7. Kotlin Variables, Operators, and Expressions 8. Kotlin Decisions and Loops 9. Kotlin Functions 10. Object-Oriented Programming 11. Inheritance in Kotlin 12. Connecting Our Kotlin to the UI and Nullability 13. Bringing Android Widgets to Life 14. Android Dialog Windows 15. Handling Data and Generating Random Numbers 16. Adapters and Recyclers 17. Data Persistence and Sharing 18. Localization 19. Animations and Interpolations 20. Drawing Graphics 21. Threads and Starting the Live Drawing App 22. Particle Systems and Handling Screen Touches 23. Android Sound Effects and the Spinner Widget 24. Design Patterns, Multiple Layouts, and Fragments 25. Advanced UI with Paging and Swiping 26. Advanced UI with Navigation Drawer and Fragment 27. Android Databases 28. A Quick Chat Before You Go A. Other Book You May Enjoy Index

Handling touches

To get started with screen interaction, add the OnTouchEvent function to the LiveDrawingView class as follows:

override fun onTouchEvent(
   motionEvent: MotionEvent): Boolean {
  
   return true
}

This is an overridden function, and it is called by Android every time the user interacts with the screen. Look at the one and only parameter of onTouchEvent.

It turns out that motionEvent has a whole bunch of data tucked away inside it, and this data contains the details of the touch that just occurred. The operating system sent it to us because it knows we will probably need some of it.

Note that I said some of it. The MotionEvent class is quite extensive; it contains within it dozens of functions and properties.

For now, all we need to know is that the screen responds at the precise moment that the player's finger moves, touches the screen, or is removed.

Some of the variables and functions contained within motionEvent that we will use include the following:

  • The action property...
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