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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
Tools
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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

Creating the map editor state


Now we're finally ready to actually tackle the state, in which all of the map editing is going to take place. Let us take a gander at its header file:

class State_MapEditor : public BaseState { 
public: 
  ... 
  void ResetSavePath(); 
  void SetMapRedraw(bool l_redraw); 
  void MainMenu(EventDetails* l_details); 
  void MapEditorNew(EventDetails* l_details); 
  void MapEditorLoad(EventDetails* l_details); 
  void MapEditorSave(EventDetails* l_details); 
  void MapEditorSaveAs(EventDetails* l_details); 
  void MapEditorExit(EventDetails* l_details); 
  void MapAction(const std::string& l_name); 
private: 
  void SaveMap(const std::string& l_path); 
  void LoadMap(const std::string& l_path); 
  GUI_FileManager m_files; 
  MapControls m_mapControls; 
  std::string m_mapSavePath; 
  bool m_mapRedraw; 
}; 

This State_MapEditor class is going to be the frontier...

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