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Android NDK Beginner`s Guide - Second Edition

You're reading from   Android NDK Beginner`s Guide - Second Edition Discover the native side of Android and inject the power of C/C++ in your applications

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Product type Paperback
Published in Apr 2015
Publisher Packt
ISBN-13 9781783989645
Length 494 pages
Edition 1st Edition
Languages
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Author (1):
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Sylvain Ratabouil Sylvain Ratabouil
Author Profile Icon Sylvain Ratabouil
Sylvain Ratabouil
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Table of Contents (13) Chapters Close

Preface 1. Setting Up Your Environment FREE CHAPTER 2. Starting a Native Android Project 3. Interfacing Java and C/C++ with JNI 4. Calling Java Back from Native Code 5. Writing a Fully Native Application 6. Rendering Graphics with OpenGL ES 7. Playing Sound with OpenSL ES 8. Handling Input Devices and Sensors 9. Porting Existing Libraries to Android 10. Intensive Computing with RenderScript 11. Afterword Index

Interacting with touch events


The most emblematic innovation of today's smart phones is the touchscreen, which has replaced the now antique mice. A touchscreen detects, as its name suggests, touches made with fingers or styluses on a device's surface. Depending on the quality of the screen, several touches (also referred to as cursors in Android) can be handled, de-multiplying interaction possibilities.

So let's start this chapter by handling touch events in DroidBlaster. To keep the example simple, we will only handle a single "touch". The goal is to move the ship in the direction of touch. The farther the touch, the faster the ship goes. Beyond a predefined range TOUCH_MAX_RANGE, the ship's speed reaches its speed limit, as shown in the following figure:

Note

The resulting project is provided with this book under the name DroidBlaster_Part13.

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