Book Image

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

By : Pavel Vladimirovich Strakhov
Book Image

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

By: Pavel Vladimirovich Strakhov

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)
Pop quiz answers

Combining OpenGL or Vulkan with Qt Widgets

Sometimes you want to combine the powers of accelerated graphics and Qt Widgets. While OpenGL and Vulkan are great for rendering high-performance 2D and 3D scenes, the Qt Widgets module is far easier to use for creating user interfaces. Qt offers a few ways to combine them into a single powerful interface. This can be useful if your application depends heavily on widgets (for example, the 3D view is only one of the views in your application and is controlled using a bunch of other widgets surrounding the main view).

The first way is the QWidget::createWindowContainer() function. It takes an arbitrary QWindow and creates a QWidget that keeps the window within its bounds. That widget can be put into another widget and can be managed by a layout. While the window appears to be embedded into another window, it still remains a native window...