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SFML Game Development By Example by Raimondas Pupius

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Chapter 11. Don't Touch the Red Button! – Implementing the GUI

We covered the fundamentals and created the building blocks necessary for graphical user interface assembly in the course of the last chapter. Although that might seem like lots of code, a lot more goes into making it tick. Proper management of interfaces, good support from the rest of the code base, and user-friendly semantics of the GUI system itself are all paramount. Let's finish our goal set in Chapter 10, Can I Click This? – GUI Fundamentals, and finally provide our users with a means of interfacing.

In this chapter, we will cover the following topics:

  • Management of interfaces and their events
  • Expansion of the event manager class for additional GUI support
  • Creation of our first element ...

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