Book Image

Game Programming Using Qt: Beginner's Guide

By : Lorenz Haas, Witold Wysota, Witold Wysota, Lorenz Haas
Book Image

Game Programming Using Qt: Beginner's Guide

By: Lorenz Haas, Witold Wysota, Witold Wysota, Lorenz Haas

Overview of this book

Qt is the leading cross-platform toolkit for all significant desktop, mobile, and embedded platforms and is becoming more popular by the day, especially on mobile and embedded devices. Despite its simplicity, it's a powerful tool that perfectly fits game developers’ needs. Using Qt and Qt Quick, it is easy to build fun games or shiny user interfaces. You only need to create your game once and deploy it on all major platforms like iOS, Android, and WinRT without changing a single source file. The book begins with a brief introduction to creating an application and preparing a working environment for both desktop and mobile platforms. It then dives deeper into the basics of creating graphical interfaces and Qt core concepts of data processing and display before you try creating a game. As you progress through the chapters, you’ll learn to enrich your games by implementing network connectivity and employing scripting. We then delve into Qt Quick, OpenGL, and various other tools to add game logic, design animation, add game physics, and build astonishing UI for the games. Towards the final chapters, you’ll learn to exploit mobile device features such as accelerators and sensors to build engaging user experiences. If you are planning to learn about Qt and its associated toolsets to build apps and games, this book is a must have.
Table of Contents (18 chapters)
Game Programming Using Qt
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Raster painting


When we talk about GUI frameworks, raster painting is usually associated with drawing on widgets. However, since Qt is something more than a GUI toolkit, the scope of raster painting that it offers is much broader.

In general, Qt's drawing architecture consists of three parts. The most important part is the device the drawing takes place on, represented by the QPaintDevice class. Qt provides a number of paint device subclasses such as QWidget or QImage and QPrinter or QPdfWriter. You can see that the approach for drawing on a widget and printing on a printer will be quite the same. The difference is in the second component of the architecture—the paint engine (QPaintEngine). The engine is responsible for performing the actual paint operations on a particular paint device. Different paint engines are used to draw on images and to print on printers. This is completely hidden from you as a developer, so you really don't need to worry about it.

For you, the most important piece...