Book Image

Game Programming Using Qt: Beginner's Guide

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

Game Programming Using Qt: Beginner's Guide

By: 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

Graphics View architecture


Three components form the core of Graphics View: an instance of QGraphicsView, which is referred to as view; an instance of QGraphicsScene, which is referred to as scene; and usually multiple instances of QGraphicsItem, which are referred to as items. The usual workflow is to first create a couple of items, then add them to a scene, and finally set that scene on a view.

In the following section, we will be discussing all three parts of the Graphics View architecture one after the other, beginning with the items, followed by the scene, and concluding with the view.

An illustration of Graphics View components

However, because it is not possible to deal with one component as entirely separate from the others, you need to get the big picture up front. This will help you to better understand the description of the three single parts. And do not worry if you do not understand all the details on their first occurrence. Be patient, work through the three parts, and all issues...