Book Image

Game Programming using Qt 5 Beginner's Guide - Second Edition

Book Image

Game Programming using Qt 5 Beginner's Guide - Second Edition

Overview of this book

Qt is the leading cross-platform toolkit for all significant desktop, mobile, and embedded platforms and is becoming popular by the day, especially on mobile and embedded devices. It's a powerful tool that perfectly fits the needs of game developers. This book will help you learn the basics of Qt and will equip you with the necessary toolsets to build apps and games. The book begins by how to create an application and prepare a working environment for both desktop and mobile platforms. You will learn how to use built-in Qt widgets and Form Editor to create a GUI application and then learn the basics of creating graphical interfaces and Qt's core concepts. Further, you'll learn to enrich your games by implementing network connectivity and employing scripting. You will learn about Qt's capabilities for handling strings and files, data storage, and serialization. Moving on, you will learn about the new Qt Gamepad module and how to add it in your game and then delve into OpenGL and Vulcan, and how it can be used in Qt applications to implement hardware-accelerated 2D and 3D graphics. You will then explore various facets of Qt Quick: how it can be used in games to add game logic, add game physics, and build astonishing UIs for your games. By the end of this book, you will have developed the skillset to develop interesting games with Qt.
Table of Contents (18 chapters)
16
Pop quiz answers

Customization in Qt Quick

In the previous chapter, you learned how to use controls and layouts provided by Qt Quick to build the user interface of your application. Qt contains numerous QML types that can serve as building blocks for your game, providing rich functionality and a nice appearance. However, sometimes you need to create a custom component that satisfies the needs of your game. In this chapter, we will show a couple of convenient ways to extend your QML project with custom components. By the end of this chapter, you will know how to perform custom painting on a canvas, handle various input events, and implement lazy loading for your components. We will also see how to integrate a C++ object into QML's object tree.

The main topics covered in this chapter are as listed:

  • Creating a custom component
  • Handling mouse, touch, keyboard, and gamepad events
  • Dynamic and...