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Android NDK Game Development Cookbook

You're reading from   Android NDK Game Development Cookbook For C++ developers, this is the book that can swiftly propel you into the potentially profitable world of Android games. The 70+ step-by-step recipes using Android NDK will give you the wide-ranging knowledge you need.

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Product type Paperback
Published in Nov 2013
Publisher Packt
ISBN-13 9781782167785
Length 320 pages
Edition 1st Edition
Languages
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Authors (2):
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Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
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Toc

Table of Contents (11) Chapters Close

Preface 1. Establishing a Build Environment 2. Porting Common Libraries FREE CHAPTER 3. Networking 4. Organizing a Virtual Filesystem 5. Cross-platform Audio Streaming 6. Unifying OpenGL ES 3 and OpenGL 3 7. Cross-platform UI and Input Systems 8. Writing a Match-3 Game 9. Writing a Picture Puzzle Game 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...
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