for(size_ti=0;i < mApp->motionEventsCount;++i){GameActivityMotionEvent*motionEvent=mApp->motionEvents[i];intaction=motionEvent->action;intactionMasked=action & AMOTION_EVENT_ACTION_MASK;intptrIndex=(action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK)>>
AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;structCookedEventev;memset(&ev,0,sizeof(ev));if(actionMasked==AMOTION_EVENT_ACTION_DOWN||actionMasked==AMOTION_EVENT_ACTION_POINTER_DOWN){ev.type=COOKED_EVENT_TYPE_POINTER_DOWN;}elseif(actionMasked==AMOTION_EVENT_ACTION_UP||actionMasked==AMOTION_EVENT_ACTION_POINTER_UP){ev.type=COOKED_EVENT_TYPE_POINTER_UP;}else{ev.type=COOKED_EVENT_TYPE_POINTER_MOVE;}ev.motionPointerId=motionEvent->pointers[ptrIndex].id;ev.motionIsOnScreen=motionEvent->source==AINPUT_SOURCE_TOUCHSCREEN;ev.motionX=GameActivityPointerInfo_getX(&motionEvent->pointers[ptrIndex]);ev.motionY=GameActivityPointerInfo_getY(&motionEvent->pointers[ptrIndex]);if(ev.motionIsOnScreen){// Use screen size as the motion range.ev.motionMinX=0.0f;ev.motionMaxX=SceneManager::GetInstance()->GetScreenWidth();ev.motionMinY=0.0f;ev.motionMaxY=SceneManager::GetInstance()->GetScreenHeight();}handle_event(&ev);}
[null,null,["最后更新时间 (UTC):2025-07-27。"],[],[],null,["# Add touch support\n\nTo handle touch input events, read the array\n[`motionEvents`](/reference/android/view/MotionEvent) in your game loop. These\ncontain events that have happened since the last time these arrays were cleared.\nThe number of events contained is stored in `motionEventsCount`.\n| **Note:** Prior to the addition of `GameActivity`, the `AInputQueue* inputQueue` field was used to handle input events. With `GameActivity`, this field has been removed from the `android_app` and no longer used for handling input events.\n\n1. Iterate and handle each event in your game loop. In this example, the\n following code iterates `motionEvents` and handles them via `handle_event`:\n\n for(size_t i = 0; i \u003c mApp-\u003emotionEventsCount; ++i) {\n GameActivityMotionEvent* motionEvent = mApp-\u003emotionEvents[i];\n\n int action = motionEvent-\u003eaction;\n int actionMasked = action & AMOTION_EVENT_ACTION_MASK;\n int ptrIndex = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) \u003e\u003e\n AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;\n\n struct CookedEvent ev;\n memset(&ev, 0, sizeof(ev));\n\n if (actionMasked == AMOTION_EVENT_ACTION_DOWN ||\n actionMasked == AMOTION_EVENT_ACTION_POINTER_DOWN) {\n ev.type = COOKED_EVENT_TYPE_POINTER_DOWN;\n } else if (actionMasked == AMOTION_EVENT_ACTION_UP ||\n actionMasked == AMOTION_EVENT_ACTION_POINTER_UP) {\n ev.type = COOKED_EVENT_TYPE_POINTER_UP;\n } else {\n ev.type = COOKED_EVENT_TYPE_POINTER_MOVE;\n }\n\n ev.motionPointerId = motionEvent-\u003epointers[ptrIndex].id;\n ev.motionIsOnScreen = motionEvent-\u003esource == AINPUT_SOURCE_TOUCHSCREEN;\n ev.motionX = GameActivityPointerInfo_getX(\n &motionEvent-\u003epointers[ptrIndex]);\n ev.motionY = GameActivityPointerInfo_getY(\n &motionEvent-\u003epointers[ptrIndex]);\n\n if (ev.motionIsOnScreen) {\n // Use screen size as the motion range.\n ev.motionMinX = 0.0f;\n ev.motionMaxX = SceneManager::GetInstance()-\u003eGetScreenWidth();\n ev.motionMinY = 0.0f;\n ev.motionMaxY = SceneManager::GetInstance()-\u003eGetScreenHeight();\n }\n\n handle_event(&ev);\n }\n\n2. When you are done, remember to clear the queue of events that you have just\n handled:\n\n android_app_clear_motion_events(mApp);"]]