I implying in the sense that in games on ps3 and 360, the player can easily press back and go forth easily.
Whereas, In comparison, in my menus (c++ console) I have to use a loops that only loop again if there is a wrong move, otherwise the player has to way until all my nested loops and choices are looped again.
E.G.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
main game loop
{
yes or no (USER CHOICE)
path yes path no
() ()
afterwards loop can either be terminated or looped again
//the issue here is that the player can't go back
//the only choice for a second chance is another loop
}
Need some more info to answer this. Why do you have so many nested loops? Let's see some code. If you are running into a situation where you have a fairly large decision tree, you don't want to go overboard with nesting or you are forced to continue through unnecessary execution. Remember however that you can always break completely out of the loop with the break; statement or break out and continue the next iteration with the continue; statement.
Menus in games are handled by states and depending on various menu states, mouse coordinates, etc... every frame the correct graphic is displayed. This is not something easily replicated on the console or IMHO recommended to attempt.
Anyway, isn't Open_GL superior for working with graphics?
SFML uses OpenGL. It's basically a wrapper to make it easier to use for 2D work, but underneath it all it's the same thing.
You can use OpenGL directly along with SFML. I would recommend starting with SFML since it's easier, then you can transition into OpenGL as you feel more comfortable with it.
Also OpenGL is just graphics, but SFML does a bunch of other stuff, like audio, input, window management, networking, etc, etc.
And also whats the learning curve for in cooperating Open GL with win32?
Honestly I don't have the foggiest idea. I've always tried to avoid working with Win32 directly since it destroys portability.
libs like SFML take platform specific issues away from you so you don't have to worry about these kinds of things. It makes it easier overall and keeps it cross platform.