I just recently started dealing with SFML. and I'm getting a bit confused as I'm building some UI elements. I'm making this post to help myself think, as well as to ask a thing or two about this, and to see if anyone has any helpful suggestions.
I need lots of parts, some fixed and some scrollable. I decided to call them panels. As far as I can think, all the contents of each panels will only ever scroll up/down (except the world map, but that will probably have it's own screen for itself).
So I had to find a way to hide stuff outside each panel, and sf::View seems the way to go.
But I wonder, is there's such a thing as too many sf::Views?In the quick mockup below, the parts that are framed in red (1 and 2) are the main UI stuff, and are fixed and persistent. No sf::View needed there. They'll contain buttons with which I'll be able to navigate through several screens, each with different info about the game (panel 2 is just placeholder, and I probably won't need it).
This is essentially a resource management game, where you run an Inn, so I need various screens to show all the relevant data. This mockup shows just one of those screens, and I have at least six more of them planned.
This one lists all the NPCs that are currently in the house (3) and available for interaction through dialogue (6/7) and inspection (4 - info / 5 - portrait). I'll need lots of sf::Views on the whole, to make the rest of the screens for stock items, hired staff, sales, all the money stuff, perhaps even cooking recipes...
Perhaps I should mimic a state-machine for that?