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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 (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 2. Give It Some Structure – Building the Game Framework FREE CHAPTER 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 GUI manager


The puppet master in the background, in charge of the entire show in this case, has to be the GUI_Manager class. It is responsible for storing all the interfaces in the application as well as maintaining their states. All mouse input processing originates from this class and is passed down the ownership tree. Let's begin by getting some type definitions out of the way:

using GUI_Interfaces = std::unordered_map<std::string,
  GUI_Interface*>;
using GUI_Container = std::unordered_map<StateType,
  GUI_Interfaces>;
using GUI_Events = std::unordered_map<StateType,
  std::vector<GUI_Event>>;
using GUI_Factory = std::unordered_map<GUI_ElementType,
  std::function<GUI_Element*(GUI_Interface*)>>;
using GUI_ElemTypes = std::unordered_map<std::string,
  GUI_ElementType>;

We will use the std::unordered_map data structure that indexes them by name to store the interface data. The interface data containers also need to be grouped by game states,...

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