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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
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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

Planning the selection options

Versatile selection options are important when creating a responsive and useful application. Without them, any sort of software can feel unintuitive, clunky, or unresponsive at best. In this particular case, we are going to be dealing with selecting, copying, and placing tiles, entities, and particle emitters.

Let us see what such an interface might look like:

Planning the selection options

In order to get there, we need to create a flexible class, designed to be able to handle any possible combination of options and controls. Let us start by going over the most basic data types that are going to come in handy when developing this system:

enum class SelectMode{ Tiles, Entities, Emitters }; 
using NameList = std::vector<std::pair<std::string, bool>>; 

First, the selection mode needs to be enumerated. As shown in the preceding snippet, there are three modes we are going to be working with at the moment, although this list can easily be expanded in the future. The NameList data type...

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