Book Image

Mastering SFML Game Development

By : Raimondas Pupius
Book Image

Mastering SFML Game Development

By: Raimondas Pupius

Overview of this book

SFML is a cross-platform software development library written in C++ with bindings available for many programming languages. It provides a simple interface to the various components of your PC, to ease the development of games and multimedia applications. This book will help you become an expert of SFML by using all of its features to its full potential. It begins by going over some of the foundational code necessary in order to make our RPG project run. By the end of chapter 3, we will have successfully picked up and deployed a fast and efficient particle system that makes the game look much more ‘alive’. Throughout the next couple of chapters, you will be successfully editing the game maps with ease, all thanks to the custom tools we’re going to be building. From this point on, it’s all about making the game look good. After being introduced to the use of shaders and raw OpenGL, you will be guided through implementing dynamic scene lighting, the use of normal and specular maps, and dynamic soft shadows. However, no project is complete without being optimized first. The very last chapter will wrap up our project by making it lightning fast and efficient.
Table of Contents (17 chapters)
Mastering SFML Game Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Windows system


There's a lot that goes on behind the scenes when it comes to dealing with open windows. Everything from window dimensions and titles to keeping track of and dealing with special events is centralized within a designated window class:

class Window{
public:
  Window(const std::string& l_title = "Window",
    const sf::Vector2u& l_size = {640,480},
    bool l_useShaders = true);
  ~Window();

  void BeginDraw();
  void EndDraw();

  void Update();

  bool IsDone() const;
  bool IsFullscreen() const;
  bool IsFocused() const;

  void ToggleFullscreen(EventDetails* l_details);
  void Close(EventDetails* l_details = nullptr);

  sf::RenderWindow* GetRenderWindow();
  Renderer* GetRenderer();
  EventManager* GetEventManager();
  sf::Vector2u GetWindowSize();
  sf::FloatRect GetViewSpace();
private:
  ...
};

Note the two highlighted methods. They will be used as call-backs in the event manager we'll discuss in the near future. Also note the return method for an object type Renderer. It’s a utility class that simply invokes the .draw call on a RenderWindow, thus localizing it and making it much easier to use shaders. More information on that will be revealed in Chapter 6Adding Some Finishing Touches – Using Shaders.