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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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 Pupius Pupius
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Pupius
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Table of Contents (21) Chapters Close

SFML Game Development By Example
Credits
About the Author
About the Reviewers
www.PacktPub.com
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

What is a GUI?


A GUI, short for Graphical User Interface, is a visual intermediary between the user and a piece of software which serves as a control mechanism for digital devices or computer programs. Using this type of interface is faster and easier than relying on text-based controls, such as typing commands.

Before any code is written, we need to outline the desired features of our GUI system, which is going to consist of three major components:

  • Element: Every GUI surface that is drawn onto the screen

  • Interface: A special kind of element that serves as a container for other elements and can be moved around as well as scrolled

  • Manager: The class that is in charge of keeping GUI interfaces in line and behaving

All of the elements in this system need to be able to adapt to a different state when they are hovered over by a mouse or clicked on. Style-sets also need to be applied to different states, resulting in interfaces becoming responsive. Lastly, you must be able to load the interfaces...

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