Edition |
2nd ed. |
Description |
1 online resource (697 pages) |
Note |
Print version record. |
Contents |
Cover; Copyright and Credits; Dedication; Packt Upsell; Contributors; Table of Contents; Preface; Chapter 1: Introduction to Qt; A journey through time; The cross-platform programming; Supported platforms; GUI scalability; Qt versions; Structure of Qt framework; Qt Essentials; Qt Add-ons; qmake; Modern C++ standards; Choosing the right license; An open source license; A commercial license; Summary; Chapter 2: Installation; Installing the Qt SDK; Time for action -- Installing Qt using an online installer; What just happened?; Qt Creator; Qt Creator's modes. |
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Setting up compilers, Qt versions, and kitsTime for action -- Loading an example project; Qt documentation; Time for action -- Running the Affine Transformations project; What just happened?; Summary; Chapter 3: Qt GUI Programming; Creating GUI in Qt; Time for action -- Creating a Qt Widgets project; What just happened?; Design mode interface; Time for action -- Adding widgets to the form; Layouts; Time for action -- Adding a layout to the form; Signals and slots; Creating signals and slots; Connecting signals and slots; Old connect syntax; Signal and slot access specifiers. |
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Time for action -- Receiving the button-click signal from the formWhat just happened?; Automatic slot connection and its drawbacks; Time for action -- Changing the texts on the labels from the code; Creating a widget for the tic-tac-toe board; Choosing between designer forms and plain C++ classes; Time for action -- Creating a game board widget; What just happened?; Automatic deletion of objects; Time for action -- Functionality of a tic-tac-toe board; Time for action -- Reacting to the game board's signals; What just happened?; Advanced form editor usage. |
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Time for action -- Designing the game configuration dialogAccelerators and label buddies; The tab order; Time for action -- Public interface of the dialog; Polishing the application; Size policies; Protecting against invalid input; Main menu and toolbars; Time for action -- Creating a menu and a toolbar; What just happened?; The Qt resource system; Time for action -- Adding icons to the project; Have a go hero -- Extending the game; Pop quiz; Summary; Chapter 4: Custom 2D Graphics with Graphics View; Graphics View architecture; Time for action -- Creating a project with a Graphics View. |
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What just happened?Coordinate systems; The item's coordinate system; The scene's coordinate system; The viewport's coordinate system; Origin point of the transformation; What just happened?; Have a go hero -- Applying multiple transformations; Parent-child relationship between items; Time for action -- Using child items; Have a go hero -- Implementing the custom rectangle as a class; Conversions between coordinate systems; Overview of functionality; Standard items; Anti-aliasing; Pens and brushes; Item selection; Keyboard focus in graphics scene; Painter paths. |
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Time for action -- Adding path items to the scene. |
Summary |
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 ... |
Subject |
Video games -- Programming.
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Graphical & digital media applications.
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Programming & scripting languages: general.
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Computers -- Programming Languages -- C.
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Computers -- Digital Media -- Graphics Applications.
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Computers -- Computer Graphics.
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Computer games -- Programming.
(OCoLC)fst00872114
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Other Form: |
Print version: Strakhov, Pavel Vladimirovich. Game Programming using Qt 5 Beginner's Guide : Create amazing games with Qt 5, C++, and Qt Quick, 2nd Edition. Birmingham : Packt Publishing, ©2018 |
ISBN |
9781788390651 (electronic book) |
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1788390652 (electronic book) |
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