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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

Time for action – handling keyboard, D-Pad, and trackball events natively


Let's extend our new Input system with more event types:

  1. Open jni/InputHandler.hpp and add the keyboard and trackball event handlers:

    #ifndef _PACKT_INPUTHANDLER_HPP_
    #define _PACKT_INPUTHANDLER_HPP_
    
    #include <android/input.h>
    
    class InputHandler {
    public:
        virtual ~InputHandler() {};
    
        virtual bool onTouchEvent(AInputEvent* pEvent) = 0;
        virtual bool onKeyboardEvent(AInputEvent* pEvent) = 0;
        virtual bool onTrackballEvent(AInputEvent* pEvent) = 0;
    };
    #endif
  2. Update the method processInputEvent() inside the existing file jni/EventLoop.cpp to redirect the keyboard and trackball events to InputHandler.

    Trackballs and touch events are assimilated to motion events and can be discriminated according to their source. On the opposite side, key events are discriminated according to their type. Indeed, there exists two dedicated APIs for MotionEvents (the same for trackballs and touch events) and for KeyEvents...

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