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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

Building the event manager


At this time, we have everything we need to actually write the header of our event manager class. Given all the design decisions we made previously, it should come out looking something like the following:

class EventManager{
public:
    EventManager();
    ~EventManager();

    bool AddBinding(Binding *l_binding);
    bool RemoveBinding(std::string l_name);

    void SetFocus(const bool& l_focus);

    // Needs to be defined in the header!
    template<class T>
    bool AddCallback(const std::string& l_name, void(T::*l_func)(EventDetails*), T* l_instance)
    {
        auto temp = std::bind(l_func,l_instance, std::placeholders::_1);
        return m_callbacks.emplace(l_name, temp).second;
    }

    void RemoveCallback(const std::string& l_name){
        m_callbacks.erase(l_name);
    }

    void HandleEvent(sf::Event& l_event);
    void Update();

    sf::Vector2i GetMousePos(sf::RenderWindow* l_wind = nullptr){
        return (l_wind ? sf...
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