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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

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Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781785287343
Length 522 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 (16) Chapters Close

Preface 1. It's Alive! It's Alive! – Setup and First Program FREE CHAPTER 2. Give It Some Structure – Building the Game Framework 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

The interface class

An interface, in its simplest meaning, is a container of elements. It's a window that can be moved around and scrolled and has all of the same features and event hooks as a regular element. Efficiency is also a great concern, as dealing with lots of elements in a single window is a definite possibility. Those problems can be dealt with by carefully designing a way of drawing elements at the appropriate time.

The way we want our interfaces to draw content is by using three separate textures for different purposes, as shown below:

The interface class
  • The background layer is used for drawing backdrop elements
  • The content layer is where all of the elements of the interface are drawn
  • The controls layer hosts elements such as scrollbars that manipulate the content layer and don't need to be scrolled

With the design details out of the way, element storage deserves some attention. As it happens, the std::unordered_map structure serves this purpose well:

using Elements = std::unordered_map&lt...
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