Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Mastering SFML Game Development

You're reading from   Mastering SFML Game Development Inject new life and light into your old SFML projects by advancing to the next level.

Arrow left icon
Product type Paperback
Published in Jan 2017
Publisher Packt
ISBN-13 9781786469885
Length 442 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Raimondas Pupius Raimondas Pupius
Author Profile Icon Raimondas Pupius
Raimondas Pupius
Arrow right icon
View More author details
Toc

Table of Contents (11) Chapters Close

Preface 1. Under the Hood - Setting up the Backend FREE CHAPTER 2. Its Game Time! - Designing the Project 3. Make It Rain! - Building a Particle System 4. Have Thy Gear Ready - Building Game Tools 5. Filling the Tool Belt - a few More Gadgets 6. Adding Some Finishing Touches - Using Shaders 7. One Step Forward, One Level Down - OpenGL Basics 8. Let There Be Light - An Introduction to Advanced Lighting 9. The Speed of Dark - Lighting and Shadows 10. A Chapter You Shouldnt Skip - Final Optimizations

Windows system

There's a lot that goes on behind the scenes when it comes to dealing with open windows. Everything from window dimensions and titles to keeping track of and dealing with special events is centralized within a designated window class:

class Window{
public:
  Window(const std::string& l_title = "Window",
    const sf::Vector2u& l_size = {640,480},
    bool l_useShaders = true);
  ~Window();

  void BeginDraw();
  void EndDraw();

  void Update();

  bool IsDone() const;
  bool IsFullscreen() const;
  bool IsFocused() const;

  void ToggleFullscreen(EventDetails* l_details);
  void Close(EventDetails* l_details = nullptr);

  sf::RenderWindow* GetRenderWindow();
  Renderer* GetRenderer();
  EventManager* GetEventManager();
  sf::Vector2u GetWindowSize();
  sf::FloatRect GetViewSpace();
private:
  ...
};

Note the two highlighted methods. They will be used as call-backs in the event manager we'll discuss in the near future. Also note the return method for an object type Renderer. It’s a utility class that simply invokes the .draw call on a RenderWindow, thus localizing it and making it much easier to use shaders. More information on that will be revealed in Chapter 6, Adding Some Finishing Touches – Using Shaders.

You have been reading a chapter from
Mastering SFML Game Development
Published in: Jan 2017
Publisher: Packt
ISBN-13: 9781786469885
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime