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

Custom 2D Graphics with Graphics View

Widgets are great for designing graphical user interfaces, but they are not convenient if you want to use multiple objects with custom painting and behavior together, such as in a 2D game. You will also run into problems if you wish to animate multiple widgets at the same time, by constantly moving them around in the application. For these situations, or generally for frequently transforming 2D graphics, Qt offers you Graphics View. In this chapter, you will learn the basics of the Graphics View architecture and its items. You will also learn how to combine widgets with Graphics View items.

The main topics covered in this chapter are as follows:

  • Graphics View architecture
  • Coordinate systems
  • Standard graphics items
  • Pens and brushes
  • Useful features of Graphics View
  • Creating custom items
  • Event handling
  • Embedding widgets in the view
  • Optimizations...