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SFML Game Development By Example

You're reading from   SFML Game Development By Example Create and develop exciting games from start to finish using SFML

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Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781785287343
Length 522 pages
Edition 1st Edition
Languages
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Author (1):
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Raimondas Pupius Raimondas Pupius
Author Profile Icon Raimondas Pupius
Raimondas Pupius
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Toc

Table of Contents (16) Chapters Close

Preface 1. It's Alive! It's Alive! – Setup and First Program 2. Give It Some Structure – Building the Game Framework FREE CHAPTER 3. Get Your Hands Dirty – What You Need to Know 4. Grab That Joystick – Input and Event Management 5. Can I Pause This? – Application States 6. Set It in Motion! – Animating and Moving around Your World 7. Rediscovering Fire – Common Game Design Elements 8. The More You Know – Common Game Programming Patterns 9. A Breath of Fresh Air – Entity Component System Continued 10. Can I Click This? – GUI Fundamentals 11. Don't Touch the Red Button! – Implementing the GUI 12. Can You Hear Me Now? – Sound and Music 13. We Have Contact! – Networking Basics 14. Come Play with Us! – Multiplayer Subtleties Index

Integrating the GUI system

In order to use the GUI system, it needs to first exist. Just like in previous chapters, we need to instantiate and update the GUI classes we built. Let's start by adding the GUI manager and the font manager to the SharedContext.h file:

struct SharedContext{
  SharedContext():
    ...
    m_fontManager(nullptr),
    ...
    m_guiManager(nullptr){}
     ...
     FontManager* m_fontManager;
  GUI_Manager* m_guiManager;
};

We need to keep a pointer to the GUI manager and the font manager in the Game class, as with all of the other classes that are shared through the SharedContext structure, starting with the header:

class Game{
public:
    ...
private:
    ...
    FontManager m_fontManager;
    ...
    GUI_Manager m_guiManager;
};

These pointers are, of course meaningless, unless they actually point to valid objects in memory. Let's take care of the allocation and de-allocation of resources in the Game.cpp file:

Game::Game() : m_window("Chapter 11&quot...
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