Obviously, we wouldn't need windows if there weren't any objects to be rendered, and we wouldn't need events if we didn't want to use the input to animate those objects. SFML provides quite a few ways for us to render objects on the screen, and we will explore the main ones in this book. Before we proceed to rendering though, we need to make sure that our render cycle is in place and in correct order.
Do you, remember the
Window class? That isn't of much use now, since it doesn't provide an interface to draw SFML shapes. We have to use a class called
RenderWindow to do that. This class is derived from the
Window class and adds the drawing functionality. Don't worry though, it doesn't strip any ...