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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 – 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
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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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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

The GUI hierarchy, the Java way


The architecture for the GUI framework will resemble a lot of other toolkits such as Java's Swing/AWT library as it's a well working concept. Note that it is not exactly reproduced, rather is used as a source of inspiration. In the end, what we aim to achieve is a working menu state based on this design, but without pumping the state full of boilerplate GUI code.

We create a namespace GUI in order to make the distinction clear to other parts of our game, since a lot of the names such as "component" are generic, and can be misinterpreted easily. We start with one core base class, which the entire hierarchy rests on. We call it Component and in our case it is quite small. It defines the interface that we will be using regularly besides setting up the objects. The class defines a couple of virtual functions, one of which is the handleEvent() function. We let the Component class inherit from sf::Drawable for the same reason as the scene nodes. To have an interface...

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