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

Time for action – parsing the server's reply


In the constructor, we have connected the manager's finish() signal to the finished() slot of the MainWindow class. It will thus be called after the request has been posted:

void MainWindow::finished(QNetworkReply *reply)
{
  if (m_reply != reply) {
    reply->deleteLater();
    return;
  }

First, we check whether the reply that was passed is the one that we have requested through m_nam. If this is not the case, we delete reply and exit the function. This can happen if a reply was aborted by the sendRequest() slot:

m_reply = 0;
if (reply->error()) {
  ui->result->setPlainText(reply->errorString());
  reply->deleteLater();
  return;
}

Since we are now sure that it is our request, we set m_reply to null because we have handled it and do not need this information anymore. Next we check whether an error occurred, and if it did, we put the reply's error string in the text edit, delete reply, and exit the function:

const QByteArray content...