Introduction
Part I: First steps with Processing for Android
This section will guide you through the initial setup of Processing for Android, a quick introduction to the basics of the Processing language, and all the steps required uploading a simple app created with Processing to the Google Play Store.
Chapter 1: Installing the Android Mode
1) The Processing Development Environment
2) Installing the Android Mode with the Contributions Manager
3) Interface of the Android Mode
4) Devices and emulators
Chapter 2: The Processing Language
1) A digital sketchbook for artists and designers
2) The setup/draw structure of a Processing sketch
3) Drawing with code
4) Responding to user input from the touchscreen
5) Creating an interactive sketch for mobile devices
Chapter 3: From Sketch to App Store
1) Sketching and debugging
2) Adjusting for device resolution
3) Creating icons
4) Exporting the sketch as a signed package
Part II: Drawing & Interaction
The chapters in this section delve into the different functions available to draw shapes, images, and text; and how to handle user input through the touchscreen. It includes a complete project to create an Android live wallpaper with graphics responding to user input.
Chapter 4: Drawing Shapes, Images, and Text
1) Creating and loading shapes
2) Transformation and movement
1) Loading and rendering images
2) Loading fonts and rendering text
3) Off-screen rendering
Chapter 5: Touchscreen Interaction
1) Touch events in Android
2) Capturing single- and multi-touch from Processing
3) Designing interaction around touch-based input
Chapter 6: Live Wallpapers
1) Ideas for live wallpapers
2) Interaction and visual design
3) Using libraries in Processing for Android
4) Accessing the Android SDK from Processing
5) Uploading the completed wallpaper to the Play Store
Part III: SensorsAndroid devices are equipped with multiple sensors that allow measuring movement, geographical location, and environmental conditions in real time. Accessing this information from Processing opens up endless possibilities for creative applications.
Chapter 7: Reading Sensor Data
1) Types of sensors
2) Creating a sensor manager
3) Setting permissions to access sensor data
Chapter 8: Driving Graphics and Sound with Sensor Data
1) Counting steps with the accelerometer
2) Controlling animation with the gyroscope
3) Implementing a compass with the magnetic sensor
Chapter 9: Geolocation
1) Accessing location services from Processing
2) Displaying the current location on a map
3) Sending location data between devices
4) Storing and representing paths
Part IV: Wearables and watch faces
Wearables are a whole new category of Android devices that became very popular in the past few years, particularly in the form of fitness bands and smartwatches. Processing for Android lets you run your sketches on these devices and take advantage of their multiple affordances.
Chapter 10: Wearable Devices
1) Android wear and wearable devices
2) Smartwatches and their unique capabilities
3) Adapting Processing sketches to run on smartwatches
4) Special considerations when creating watch faces
Chapter 11: Visualizing Time
1) Time API in Processing
2) Representing time visually
3) Sketching watch faces for time display
4) Refining a visual concept and preparing for distribution
Chapter 12: Visualizing Physical Activity
1) Pedometer and heart rate sensors
2) Visualizing activity in real-time
3) Storing activity data for later use
Part V: 3D and Shaders
Interactive 3D scenes are an important part of creating visualizations and immersive experiences on mobile devices, especially with the recent rise in popularity of Virtual Reality. The programming of 3D scenes adds further complexity to the code sketching, but Processing provides a simplified 3D API to help with this task, while also giving access to advanced programming techniques such as GLSL shaders.
Chapter 13: 3D in Processing
1) Coordinates in 3D space
2) Positioning and moving the camera
3) Creating 3D primitives
4) Applying geometric transformations
5) Creating arbitrary shapes in 3D
6) Loading OBJ shapes
Chapter 14: Lighting and Texturing
1) Texture images and coordinates
2) Using an off-screen buffer as a texture
3) Lighting in a 3D scene
4) Combining lights with textures
Chapter 15: GLSL Shaders
1) How Processing renders a scene behind the scenes
2) The shader stages in the graphics pipeline
3) Geometry shaders and vertex manipulation
4) Fragment shaders and texturing
Part VI: Extended Reality: VR and AR
Chapter 16: Basics of VR
1) Google VR SDK
2) VR in Processing
3) VR interaction and selection
4) Movement in VR
Chapter 17: Basics of AR
1) The ARCore SDK in Android
2) Drawing trackables
3) Using anchors
4) Hitting trackables
Chapter 19: Interactive Experiences in XR
1) Creating successful XR experience
2) Implementing UIs in VR and AR
3) Handling movement and interaction
4) Packaging an XR application
Part VII Appendixes
Appendix A: Integration with Android Studio
This appendix shows how to use the Android core library in Processing in larger apps developed with Android Studio.
Appendix B: Processing libraries for Android
Processing can be extended with libraries written by members of the community and adding new functionality. This chapter goes over some of the libraries available for Processing for Android.
Appendix C: How to create your own library
This appendix goes through the steps required to create a new Processing library for the Android mode, using Android SDK