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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.

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Product type Paperback
Published in Jan 2017
Publisher Packt
ISBN-13 9781786469885
Length 442 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 (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

File management


The success and usability of the map editor tool is going to rely heavily on one specific interfacing element here, which is file access and management. In order to provide efficient means of file access, loading and saving, we are going to work on developing the means of visually guiding our user through the file system. The entire system consists of a few moving parts. For now, let us solely focus on the interface aspect of this idea.

File manager interface

Before we can successfully work with any kind of map data, it is important to have a comfortable means of loading and saving. This can be offloaded to a file manager interface, which is going to be responsible for displaying directory information. Let us take a look at what ours is going to look like:

With this goal in mind, let us begin planning a class for it, starting with the header:

class GUI_FileManager { 
public: 
  GUI_FileManager(std::string l_name, GUI_Manager* l_guiMgr, 
    StateManager* l_stateMgr...
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