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
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

Arrow left icon
Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781785287343
Length 522 pages
Edition 1st Edition
Languages
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 (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

Implementing the window class


Now that we have our blueprint, let's begin actually building our window class. The entry and exit points seem as good a place as any to start with:

Window::Window(){ Setup("Window", sf::Vector2u(640,480)); }

Window::Window(const std::string& l_title, const sf::Vector2u& l_size)
{
    Setup(l_title,l_size);
}

Window::~Window(){ Destroy(); }

Both implementations of the constructor and destructor simply utilize the helper methods which we'll be implementing shortly. There's also a default constructor that takes no arguments and initializes some pre-set default values, which is not necessary, but it's convenient. With that said, let's take a look at the setup method:

void Window::Setup(const std::string l_title, const sf::Vector2u& l_size)
{
    m_windowTitle = l_title;
    m_windowSize = l_size;
    m_isFullscreen = false;
    m_isDone = false;
    Create();
}

Once again, this is quite simple. As mentioned before, it initializes and keeps track of some...

You have been reading a chapter from
SFML Game Development By Example
Published in: Dec 2015
Publisher:
ISBN-13: 9781785287343
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