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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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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

Chapter 10. Can I Click This? – GUI Fundamentals

What do humans and machines really have in common, in the non-Turing sense of the word? It seems like the everyday life of an average human nowadays is almost synonymous with operating the large number of contraptions our species has created, yet most of us don't even speak the same language as the devices we use, which creates a need for some kind of translation. Now it's not as if we can't learn how to speak to machines directly, but it's simply too tedious and time-consuming as our brains work in a completely different way to a common processor. A gray area exists in which relatively intuitive actions performed by humans can also be understood and interpreted by machines without the need for ever getting involved with the underlying complexities - the means of interfacing.

In this chapter, we will cover the following topics:

  • Implementation of core data types for all GUI elements

  • Utilizing SFML's render textures to achieve GUI layering

  • Laying...

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