Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
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 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 main menu state


The main menu of any game out there is a major vein in terms of application flow, even though it's mostly overlooked. It's time we took a stab at building one, albeit a very simplistic version, starting as always with the header file:

class State_MainMenu : public BaseState{
public:
    ...
    void MouseClick(EventDetails* l_details);
private:
    sf::Text m_text;

    sf::Vector2f m_buttonSize;
    sf::Vector2f m_buttonPos;
    unsigned int m_buttonPadding;

    sf::RectangleShape m_rects[3];
    sf::Text m_labels[3];
};

The unique method to this class is the MouseClick. Since we're dealing with a menu here, predictably enough it will be used to process mouse input. For private data members, we have a text variable for the title, size, position and padding size variables for buttons, drawable rectangles for buttons and text variables for button labels. Let's throw it all together:

void State_MainMenu::OnCreate(){
  m_font.loadFromFile("arial.ttf");
  m_text.setFont(m_font...
lock icon The rest of the chapter is locked
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 $19.99/month. Cancel anytime
Banner background image