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

Extending QML


Thus far, what we did was exposing to QML single objects created and initialized in C++. But we can do much more–the framework allows us to define new QML types. These can either be generic QObject derived QML elements or items specialized for Qt Quick. In this section, you will learn to do both.

Registering classes as QML elements

We will start with something simple–exposing the CarInfo type to QML so that instead of instantiating it in C++ and then exposing it in QML, we can directly declare the element in QML and still allow the changes made to the widget to be reflected in the scene.

To make a certain class (derived from QObject) instantiable in QML, all that is required is to register that class with the declarative engine using the qmlRegisterType template function. This function takes the class as its template parameter along a number of function arguments: the module uri, the major and minor version numbers, and the name of the QML type we are registering. The following...