Index
A
- Animation**AddFrames() method / Building an animator
- animator
- considerations / Building an animator
- building / Building an animator
- using / Using the animator
- multiple animations, creating / Multiple animations
- Animator**CreateAnimation() method / Building an animator
- Animator**SwitchAnimation(Animation*) method / Building an animator
- Animator**Update() method / Building an animator
- AssetManager**GetTexture()function / Managing resources
- AssetManager 2.0
- about / Introducing AssetManager 2.0
- AssetManager 3.0
- about / AssetManager 3.0
- AssetManager 4.0
- about / AssetManager 4.0
- AssetManager class / The setup
- audio, 3D
- features / Common audio features
- about / Audio in 3D
- listener, setting up / Setting up the listener
- sources / Audio sources
- features, summarizing / Summarizing audio features
- audio module
- about / Audio module – overview, Audio in action
- sf**Sound class / The sf::Sound class
- AssetManager 2.0 / Introducing AssetManager 2.0
- sf**Music class / sf::Music and sf::SoundStream
- sf**SoundStream class / sf::Music and sf::SoundStream
- Axis-Aligned Bounding Box (AABB) / Final facts on sprites
B
- big endian processors / Exchanging packets
- blocking socket / Non-blocking sockets
- blurring / Combining it all together
- boolean / Audio sources
- bounding box / Controlling shapes
C
- camera
- about / What is a camera?
- using / When should we use a camera?
- implementing, by SFML / How does SFML implement a camera?
- manipulating, with sf**View / Manipulating cameras with sf::View
- Clock**getElapsedTime() function / sf::Time and sf::Clock
- Clock**restart() function / sf::Time and sf::Clock
- ContextSettings
- about / ContextSettings
- depthBits / ContextSettings
- stencilBits / ContextSettings
- antialiasingLevel / ContextSettings
- majorVersion / ContextSettings
- minorVersion / ContextSettings
- ContextSettings struct class
- depthBits field / Using OpenGL inside SFML
- stencilBits field / Using OpenGL inside SFML
- majorVersion field / Using OpenGL inside SFML
- minorVersion field / Using OpenGL inside SFML
- antialiasingLevel field / Using OpenGL inside SFML
- ConvexShape**setPoint() function / Shape drawing
- ConvexShape**setPointCount() function / Shape drawing
- coordinates
- mapping / Mapping coordinates
D
- 3D
- audio / Audio in 3D
- Drawable
- Topicndraw() method / Transformables and drawables
- Drawable class / Transformables and drawables
E
- event handling
- about / Event handling
- window related events / Window related events
- keyboard related events / Keyboard related events
- mouse related events / Mouse related events
- joystick related events / Joystick related events
- events
- Event**EventType type / Using events
- using / Using events
F
- FloatRect**intersects() function / Final facts on sprites
- framebuffer object / Rendering directly to a texture
- FXAA (Fast Approximate Antialiasing) / Combining it all together
G
- game loop
- about / The game loop
- GameObject
- Topicnupdate() method / Using OpenGL inside SFML
- Topicnrender() method / Using OpenGL inside SFML
- games
- networking / Networking in games
- GLSL 1.2 Tutorial
- URL / Shader programming
- Graphics Processing Unit (GPU) / Loading textures
H
- host / Putting it all into practice
I
- Image**create() function / Creating images
- Image**flipHorizontally() function / Creating images
- Image**flipVertically() function / Creating images
- Image**getPixel() function / Creating images
- Image**getPixelPtr() function / Creating images
- Image**saveToFile() function / Creating images
- Image**setPixel() function / Creating images
- Image class / Images versus textures
- images
- versus textures / Images versus textures
- creating / Creating images
- IP (Internet Protocol) / Transport layer – TCP versus UDP
- IP (Internet Protocol) address / Putting it all into practice
J
- Joystick**getAxisPosition() function / Controlling shapes
- Joystick**getButtonCount() function / Controlling shapes
- Joystick**hasAxis() function / Controlling shapes
- Joystick**isButtonPressed() function / Controlling shapes
- Joystick**isConnected() function / Controlling shapes
- Joystick related events
- Event**JoystickConnected / Joystick related events
- Event**JoystickDisconnected / Joystick related events
- Event**JoystickButtonPressed / Joystick related events
- Event**JoystickButtonReleased / Joystick related events
- Event**JoystickMoved / Joystick related events
K
- Keyboard**isKeyPressed() / Controlling shapes
- keyboard related events
- Event**KeyPressed / Keyboard related events
- Event**KeyReleased / Keyboard related events
- Event**TextEntered / Keyboard related events
L
- listener
- setting up / Setting up the listener
- Listener**get*() functions / Setting up the listener
- Listener**setDirection() function / Setting up the listener
- Listener**setGlobalVolume() function / Setting up the listener
- Listener**setPosition() function / Setting up the listener
- little endian family processors / Exchanging packets
M
- Massively Multiplayer Online (MMO) / Networking in games
- modulo operator (%) / Building an animator
- Mouse**getPosition() function / Controlling shapes
- Mouse**setPosition() function / Controlling shapes
- mouse cursor
- disabling / Disabling the mouse cursor
- mouse related events
- Event**MouseMoved / Mouse related events
- Event**MouseButtonPressed / Mouse related events
- Event**MouseWheelMoved / Mouse related events
- multiplayer games
- implementing / Putting it all into practice
- multiple animations
- creating / Multiple animations
- Music class
- versus Sound class / Sound versus music
N
- networking
- about / Understanding networking
- in games / Networking in games
- non-blocking sockets / Non-blocking sockets
O
- OpenGL
- about / What is OpenGL?
- using / Should you use OpenGL?
- using, inside SFML / Using OpenGL inside SFML
- using, in multiple windows / OpenGL in multiple windows
- and sf**Shader class / sf::Shader and OpenGL
- orthographic projection / What is a camera?
P
- packets
- exchanging / Exchanging packets
- constructing / Constructing a packet
- pixelation / Combining it all together
- Polygon triangulation / Shape drawing
R
- rasterization / What is a shader?
- RectangleShape**setOrigin() function / Shape transformation
- render frame
- about / The render frame
- RenderTarget**draw() method / sf::RenderTarget and sf::RenderWindow
- RenderTexture
- setting up / Setting up RenderTexture
- RenderTexture**display() method / Rendering directly to a texture
- RenderTexture**draw() method / Rendering directly to a texture
- RenderTexture**getTexture() method / Rendering directly to a texture
- RenderTexture**setSmooth() method / Rendering directly to a texture
- RenderTexture class / Rendering directly to a texture, Combining it all together
- RenderWindow**draw() function / Shape drawing
- RenderWindow**draw() method / sf::RenderTarget and sf::RenderWindow
- RenderWindow**mapCoordsToPixel().method / Mapping coordinates
- RenderWindow class / Using OpenGL inside SFML
- resources
- managing / Managing resources
- RPG / When should we use a camera?
S
- sf**Clock / sf::Time and sf::Clock
- sf**Font class / Getting started with sf::Text
- sf**microseconds() function / sf::Time and sf::Clock
- sf**milliseconds() function / sf::Time and sf::Clock
- sf**Music class / sf::Music and sf::SoundStream
- sf**RenderStates class / sf::RenderTarget and sf::RenderWindow
- sf**RenderTarget class / sf::RenderTarget and sf::RenderWindow
- sf**RenderWindow class / sf::RenderTarget and sf::RenderWindow
- sf**seconds() function / sf::Time and sf::Clock
- sf**Shader class
- and OpenGL / sf::Shader and OpenGL
- sf**Sound class
- about / The sf::Sound class
- sf**SoundSource
- about / sf::SoundSource and audio in 3D
- sf**SoundStream class / sf::Music and sf::SoundStream
- sf**String class / Using events
- sf**Text class
- about / Getting started with sf::Text
- AssetManager 3.0 / AssetManager 3.0
- sf**Time / sf::Time and sf::Clock
- sf**View
- used, for manipulating camera / Manipulating cameras with sf::View
- SFML
- camera, implementing / How does SFML implement a camera?
- OpenGL, using / Using OpenGL inside SFML
- audio module / Audio module – overview
- TCP / TCP in SFML
- SFML styles
- shader
- about / What is a shader?
- loading / Loading shaders
- using / Using shaders
- shader programming
- about / Shader programming
- uniforms, setting / Setting shader uniforms
- shader uniforms
- setting / Setting shader uniforms
- Shape**setFillColor() function / Shapes versus sprites
- Shape**setPosition() function / Shape transformation
- shape rendering
- render frame / The render frame
- shapes
- rendering / Shape rendering and transformations
- drawing / Shape drawing
- transforming / Shape transformation
- controlling / Controlling shapes
- rendering, with textures / Rendering shapes with textures
- verus sprites / Shapes versus sprites
- Sound**pause() method / The sf::Sound class
- Sound**play() method / The sf::Sound class
- Sound**stop() method / The sf::Sound class
- SoundBuffer**loadFromMemory() method / The sf::Sound class
- SoundBuffer**loadFromStream() method / The sf::Sound class
- SoundBuffer class / The sf::Sound class
- Sound class
- versus Music class / Sound versus music
- SoundSource**setRelativeToListener() method / Audio sources
- SoundStream**pause() method / sf::Music and sf::SoundStream
- SoundStream**play() method / sf::Music and sf::SoundStream
- SoundStream**stop() method / sf::Music and sf::SoundStream
- sprite
- Transformable class / Transformables and drawables
- Drawable class / Transformables and drawables
- final facts / Final facts on sprites
- Sprite**setColor() function / Shapes versus sprites
- Sprite class / Transformables and drawables
- sprites
- about / What is a sprite?
- versus shapes / Shapes versus sprites
- animating / Sprites in action
- animating, setup / The setup
- sprite sheet / The setup
- Style argument
- about / Style
T
- TCP
- URL / Understanding networking
- versus UDP / Transport layer – TCP versus UDP
- in SFML / TCP in SFML
- TcpListener**accept() method / TCP in SFML
- TcpSocket**connect() method / TCP in SFML
- TcpSocket**receive() method / TCP in SFML
- Text**findCharacterPos() method / Getting started with sf::Text
- Text**setCharacterSize() method / Getting started with sf::Text
- Text**setString() method / Getting started with sf::Text
- Text**setStyle() method / Getting started with sf::Text
- texture
- rendering / Rendering directly to a texture
- Texture**getMaximumSize() function / Creating textures
- Texture**getSize() function / Rendering shapes with textures
- Texture**loadFromFile() / Creating textures
- Texture**setRepeated() function / Rendering shapes with textures
- Texture**setSmooth() property / Rendering shapes with textures
- Texture class / Images versus textures
- textures
- loading / Loading textures
- versus images / Images versus textures
- creating / Creating textures
- shapes, rendering with / Rendering shapes with textures
- time
- capturing / Capturing time
- sf**Time / sf::Time and sf::Clock
- sf**Clock / sf::Time and sf::Clock
- Time**asMicroseconds() function / sf::Time and sf::Clock
- Time**asMilliseconds() function / sf::Time and sf::Clock
- Time**asSeconds() function / sf::Time and sf::Clock
- tinting / Combining it all together
- Transformable class / Transformables and drawables
- transformations / Shape rendering and transformations
U
- UDP
- URL / Understanding networking
- versus TCP / Transport layer – TCP versus UDP
- in SFML / UDP in SFML
V
- VideoMode**isValid()method / VideoMode
- VideoMode class
- about / VideoMode
- view
- rotating / Rotating and scaling a view
- scaling / Rotating and scaling a view
- View**move() method / Rotating and scaling a view
- View**rotate() method / Rotating and scaling a view
- View**setRotation() method / Rotating and scaling a view
- View**zoom() method / Rotating and scaling a view
- viewport
- about / Viewports
W
- window
- creating / Creating windows
- VideoMode class / VideoMode
- Style argument / Style
- ContextSettings argument / ContextSettings
- mouse cursor, disabling / Disabling the mouse cursor
- Window**close() function / Using events
- Window**display() method / The render frame
- Window**setActive() method / OpenGL in multiple windows
- window related events
- Event**Closed / Window related events
- Event**Resized / Window related events
- Event**LostFocus / Window related events
- Event**GainedFocus / Window related events
Z
- zoom / Rotating and scaling a view