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SFML Game Development

You're reading from   SFML Game Development If you've got a firm grasp of C++ with a secret hankering to create a great game, this book is for you. Every practical aspect of programming an interactive game world is here ‚Äì the only real limit is your imagination.

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Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849696845
Length 296 pages
Edition 1st Edition
Languages
Tools
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Authors (4):
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Artur Moreira Artur Moreira
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Artur Moreira
Jan Haller Jan Haller
Author Profile Icon Jan Haller
Jan Haller
 SFML SFML
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SFML
Henrik Valter Vogelius Henrik Valter Vogelius
Author Profile Icon Henrik Valter Vogelius
Henrik Valter Vogelius
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Toc

Table of Contents (18) Chapters Close

SFML Game Development
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Making a Game Tick 2. Keeping Track of Your Textures – Resource Management FREE CHAPTER 3. Forge of the Gods – Shaping Our World 4. Command and Control – Input Handling 5. Diverting the Game Flow – State Stack 6. Waiting and Maintenance Area – Menus 7. Warfare Unleashed – Implementing Gameplay 8. Every Pixel Counts – Adding Visual Effects 9. Cranking Up the Bass – Music and Sound Effects 10. Company Atop the Clouds – Co-op Multiplayer Index

Playing nice with your application neighborhood


Now what we learned in the last part is indeed handy, but it has got its problem. What if the user tabs out and tries to interact with the other applications that are running in the background? We would be constantly forcing the mouse back to the center of our window, making it impossible to do anything else than playing our game.

Believe it or not, this is actually very annoying for a lot of people, including ourselves. When we are debugging our application, this behavior will make it impossible to work with the IDE in the background. We have to detect when the user doesn't want to interact with us anymore and behave properly.

This is where events come in again. If you remember, we had the event types sf::Event::GainedFocus and sf::Event::LostFocus that notify the application as soon as the window gains or loses focus:

void Game::processEvents()
{
    sf::Event event;
    while(mWindow.pollEvent(event))
    {
        if (event.type == sf::Event...
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