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Para controlar eventos de entrada táctil, lee el array motionEvents en el bucle de juego. Estos contienen los eventos que ocurrieron desde la última vez que se borraron estos arrays.
La cantidad de eventos contenidos se almacena en motionEventsCount.
Itera y controla cada evento en tu bucle de juego. En este ejemplo, el siguiente código itera motionEvents y los administra mediante handle_event:
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);}
Cuando termines, recuerda borrar la cola de eventos que acabas de controlar:
android_app_clear_motion_events(mApp);
El contenido y las muestras de código que aparecen en esta página están sujetas a las licencias que se describen en la Licencia de Contenido. Java y OpenJDK son marcas registradas de Oracle o sus afiliados.
Última actualización: 2025-07-27 (UTC)
[null,null,["Última actualización: 2025-07-27 (UTC)"],[],[],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);"]]