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

Graphics View architecture

The Graphics View Framework is part of the Qt Widgets module and provides a higher level of abstraction useful for custom 2D graphics. It uses software rendering by default, but it is very optimized and extremely convenient to use. Three components form the core of Graphics View, as shown:

  • An instance of QGraphicsView, which is referred to as View
  • An instance of QGraphicsScene, which is referred to as Scene
  • Instances of QGraphicsItem, which are referred to as Items

The usual workflow is to first create a couple of items, add them to a scene, and then show that scene on a view:

After that, you can manipulate items from the code and add new items, while the user also has the ability to interact with visible items.

Think of the items as Post-it notes. You take a note and write a message on it, paint an image on it, both write and paint on it, or, quite...