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Game Programming Using Qt: Beginner's Guide
Game Programming Using Qt: Beginner's Guide
Game Programming Using Qt: Beginner's Guide
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Game Programming Using Qt: Beginner's Guide

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About this ebook

A complete guide to designing and building fun games with Qt and Qt Quick 2 using associated toolsets

About This Book

- Learn to create simple 2D to complex 3D graphics and games using all possible tools and widgets available for game development in Qt
- Understand technologies such as QML, Qt Quick, OpenGL, and Qt Creator, and learn the best practices to use them to design games
- Learn Qt with the help of many sample games introduced step-by-step in each chapter

Who This Book Is For

If you want to create great graphical user interfaces and astonishing games with Qt, this book is ideal for you. Any previous knowledge of Qt is not required, however knowledge of C++ is mandatory.

What You Will Learn

- Install Qt on your system
- Understand the basic concepts of every Qt game and application
- Develop 2D object-oriented graphics using Qt Graphics View
- Build multiplayer games or add a chat function to your games with Qt's Network module
- Script your game with Qt Script
- Program resolution-independent and fluid UI using QML and Qt Quick
- Control your game flow as per the sensors of a mobile device
- See how to test and debug your game easily with Qt Creator and Qt Test

In Detail

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.

Style and approach

This is an easy-to-follow, example-based, comprehensive introduction to all the major features in Qt. The content of each chapter is explained and organized around one or multiple simple game examples to learn Qt in a fun way.
LanguageEnglish
Release dateJan 29, 2016
ISBN9781782168881
Game Programming Using Qt: Beginner's Guide

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    Book preview

    Game Programming Using Qt - Wysota Witold

    Table of Contents

    Game Programming Using Qt

    Credits

    About the Authors

    About the Reviewers

    www.PacktPub.com

    Support files, eBooks, discount offers, and more

    Why subscribe?

    Free access for Packt account holders

    Preface

    What this book covers

    What you need for this book

    Who this book is for

    Sections

    Time for action – heading

    What just happened?

    Pop quiz – heading

    Have a go hero – heading

    Conventions

    Reader feedback

    Customer support

    Downloading the example code

    Downloading the color images of this book

    Errata

    Piracy

    Questions

    1. Introduction to Qt

    The cross-platform programming

    What just happened?

    Qt Platform Abstraction

    Supported platforms

    A journey through time

    New in Qt 5

    Restructured codebase

    Qt Essentials

    Qt Add-ons

    Qt Quick 2.0

    Meta-objects

    C++11 support

    Choosing the right license

    An open source license

    A commercial license

    Summary

    2. Installation

    Installing the Qt SDK

    Time for action – installing Qt using an online installer

    What just happened?

    Setting up Qt Creator

    Time for action – loading an example project

    What just happened?

    Time for action – running the Affine Transformations project

    What just happened?

    Building Qt from sources

    Time for action – setting up Qt sources using Git

    What just happened?

    Time for action – configuring and building Qt

    What just happened?

    Summary

    3. Qt GUI Programming

    Windows and dialogs

    Creating a Qt project

    Time for action – creating a Qt Desktop project

    What just happened?

    Adding child widgets to a window

    Managing widget content

    Time for action – implementing a tic-tac-toe game board

    What just happened?

    Qt meta-objects

    Signals and slots

    Pop quiz – making signal-slot connections

    Time for action – functionality of a tic-tac-toe board

    Properties

    Declaring a property

    Using a property

    Time for action – adding properties to the board class

    What just happened?

    Designing GUIs

    Time for action – designing the game configuration dialog

    What just happened?

    Time for action – polishing the dialog

    Accelerators and label buddies

    The tab order

    Signals and slots

    What just happened?

    Using designer forms

    Direct approach

    The multiple-inheritance approach

    The single inheritance approach

    Time for action – the logic of the dialog

    An application's main window

    The Qt resource system

    Time for action – the main window of the application

    What just happened?

    Time for action – adding a pull-down menu

    What just happened?

    Time for action – creating a toolbar

    What just happened?

    Time for action – filling in the central widget

    What just happened?

    Time for action – putting it all together

    What just happened?

    Have a go hero – extending the game

    Pop quiz – using widgets

    Summary

    4. Qt Core Essentials

    Text handling

    Manipulating strings

    Encoding and decoding text

    Basic string operations

    The string search and lookup

    Dissecting strings

    Converting between numbers and strings

    Using arguments in strings

    Regular expressions

    Time for action – a simple quiz game

    What just happened?

    Extracting information out of a string

    Finding all pattern occurrences

    Data storage

    Files and devices

    Traversing directories

    Getting access to the basic file

    Devices

    Time for action – implementing a device to encrypt data

    What just happened?

    Have a go hero – a GUI for the Caesar cipher

    Text streams

    Data serialization

    Binary streams

    Time for action – serialization of a custom structure

    What just happened?

    XML streams

    Time for action – implementing an XML parser for player data

    What just happened?

    Have a go hero – an XML serializer for player data

    JSON files

    Time for action – the player data JSON serializer

    Time for action – implementing a JSON parser

    What just happened?

    QSettings

    Pop quiz – Qt core essentials

    Summary

    5. Graphics with Qt

    Raster painting

    Painter attributes

    Widget painting

    Time for action – custom-painted widgets

    What just happened?

    Time for action – transforming the viewport

    What just happened?

    Time for action – drawing an oscillogram

    Input events

    Time for action – making oscillograms selectable

    Have a go hero – reacting only to the left mouse button

    Working with images

    Loading

    Modifying

    Painting

    Painting text

    Static text

    Rich text

    Optimized drawing

    Time for action – optimizing oscillogram drawing

    What just happened?

    Have a go hero – implementing a double-buffered oscillogram

    Time for action – developing the game architecture

    What just happened?

    Time for action – implementing the game board class

    What just happened?

    Time for action – understanding the ChessView class

    What just happened?

    Time for action – rendering the pieces

    What just happened?

    Time for action – making the chess game interactive

    What just happened?

    Time for action – connecting the game algorithm

    What just happened?

    Have a go hero – implementing the UI around the chess board

    Have a go hero – connecting a UCI-compliant chess engine

    OpenGL

    Introduction to OpenGL with Qt

    Time for action – drawing a triangle using Qt and OpenGL

    Time for action – scene-based rendering

    What just happened?

    Time for action – drawing a textured cube

    Have a go hero – animating a cube

    Modern OpenGL with Qt

    Shaders

    Time for action – shaded objects

    GL buffers

    Off-screen rendering

    Summary

    6. Graphics View

    Graphics View architecture

    Items

    Parent child relationship

    Appearance

    Time for action – creating a black, rectangular item

    What just happened?

    Time for action – reacting to an item's selection state

    What just happened?

    Time for action – making the item's size definable

    What just happened?

    Have a go hero – customizing the item

    Standard items

    Coordinate system of the items

    Time for action – creating items with different origins

    What just happened?

    Time for action – rotating an item

    What just happened?

    Have a go hero – applying multiple transformations

    Scenes

    Adding items to the scene

    Time for action – adding an item to a scene

    What just happened?

    Interacting with items on the scene

    Rendering

    Time for action – rendering the scene's content to an image

    What just happened?

    Have a go hero – rendering only specific parts of a scene

    Coordinate system of the scene

    Time for action – transforming parent items and child items

    What just happened?

    Have a go hero – playing with the z value

    View

    Time for action – putting it all together!

    What just happened?

    Showing specific areas of the scene

    Transforming the scene

    Time for action – creating an item where transformations can easily be seen

    What just happened?

    Time for action – implementing the ability to scale the scene

    What just happened?

    Time for action – implementing the ability to move the scene

    What just happened?

    Time for action – taking the zoom level into account

    What just happened?

    Questions you should keep in mind

    The jumping elephant or how to animate the scene

    The game play

    The player item

    Time for action – creating an item for Benjamin

    What just happened?

    The playing field

    The scene

    Time for action – making Benjamin move

    What just happened?

    Parallax scrolling

    Time for action – moving the background

    What just happened?

    Have a go hero – adding new background layers

    QObject and items

    Time for action – using properties, signals, and slots with items

    Property animations

    Time for action – using animations to move items smoothly

    What just happened?

    Have a go hero – letting the scene handle Benjamin's jump

    Time for action – keeping multiple animations in sync

    What just happened?

    Item collision detection

    Time for action – making the coins explode

    What just happened?

    Setting up the playing field

    Have a go hero – extending the game

    A third way of animation

    Widgets inside Graphics View

    Optimization

    A binary space partition tree

    Caching the item's paint function

    Optimizing the view

    Pop quiz – mastering Graphics View

    Summary

    7. Networking

    QNetworkAccessManager

    Downloading files over HTTP

    Time for action – downloading a file

    Have a go hero – extending the basic file downloader

    Error handling

    Time for action – displaying a proper error message

    Downloading files over FTP

    Downloading files in parallel

    The finished signal

    Time for action – writing the OOP conform code using QSignalMapper

    What just happened?

    The error signal

    The readyRead signal

    The downloadProgress method

    Time for action – showing the download progress

    What just happened?

    Using a proxy

    Connecting to Google, Facebook, Twitter, and co.

    Time for action – using Google's Distance Matrix API

    Time for action – constructing the query

    Time for action – parsing the server's reply

    Have a go hero – choosing XML as the reply's format

    Controlling the connectivity state

    QNetworkConfigurationManager

    QNetworkConfiguration

    QNetworkSession

    QNetworkInterface

    Communicating between games

    Time for action – realizing a simple chat program

    The server – QTcpServer

    Time for action – setting up the server

    What just happened?

    Time for action – reacting on a new pending connection

    What just happened?

    Time for action – forwarding a new message

    Have a go hero – using QSignalMapper

    Time for action – detecting a disconnect

    What just happened?

    The client

    Time for action – setting up the client

    What just happened?

    Time for action – receiving text messages

    Time for action – sending text messages

    Have a go hero – extending the chat with a user list

    Improvements

    Using UDP

    Time for action – sending a text via UDP

    Have a go hero – connecting players of the Benjamin game

    Pop quiz – test your knowledge

    Summary

    8. Scripting

    Why script?

    The basics of Qt Script

    Evaluating JavaScript expressions

    Time for action – creating a Qt Script editor

    What just happened?

    Time for action – sandboxed script evaluation

    What just happened?

    Integrating Qt and Qt Script

    Exposing objects

    Time for action – employing scripting for npc AI

    What just happened?

    Have a go hero – extending the Dungeons & Dragons game

    Exposing functions

    Exposing C++ functions to scripts

    Exposing script functions to C++

    Time for action – storing the script

    What just happened?

    Time for action – providing an initialization function

    What just happened?

    Time for action – implementing the heartbeat event

    What just happened?

    Have a go hero – defending against attacks

    Using signals and slots in scripts

    Have a go hero – triggering defense using signals and slots

    Creating Qt objects in scripts

    Error recovery and debugging

    Extensions

    The other Qt JavaScript environment

    Alternatives to JavaScript

    Python

    Time for action – writing a Qt wrapper for embedding Python

    What just happened?

    Time for action – converting data between C++ and Python

    What just happened?

    Have a go hero – implementing the remaining conversions

    Time for action – calling functions and returning values

    What just happened?

    Have a go hero – wrapping Qt objects into Python objects

    Pop quiz – scripting

    Summary

    9. Qt Quick Basics

    Fluid user interfaces

    Declarative UI programming

    Element properties

    Group properties

    Object hierarchies

    Time for action – creating a button component

    What just happened?

    Time for action – adding button content

    What just happened?

    Time for action – sizing the button properly

    What just happened?

    Time for action – making the button a reusable component

    What just happened?

    Event handlers

    Mouse input

    Time for action – making the button clickable

    What just happened?

    Time for action – visualizing button states

    What just happened?

    Time for action – notifying the environment about button states

    What just happened?

    Touch input

    Time for action – dragging an item around

    What just happened?

    Time for action – rotating and scaling a picture by pinching

    What just happened?

    Have a go hero – rotating and scaling with a mouse

    Keyboard input

    Have a go hero – practicing key-event propagation

    Using components in Qt Quick

    Time for action – a simple analog clock application

    What just happened?

    Time for action – adding needles to the clock

    What just happened?

    Time for action – making the clock functional

    What just happened?

    Dynamic objects

    Using components in detail

    Creating objects on request

    Delaying item creation

    Accessing your item's component functionality

    Imperative painting

    Time for action – preparing Canvas for heartbeat visualization

    What just happened?

    Time for action – drawing a heartbeat

    What just happened?

    Time for action – making the diagram more colorful

    What just happened?

    Qt Quick and C++

    Creating QML objects from C++

    Pulling QML objects to C++

    Pushing C++ objects to QML

    Time for action – self-updating car dashboard

    What just happened?

    Time for action – grouping engine properties

    What just happened?

    Extending QML

    Registering classes as QML elements

    Time for action – making CarInfo instantiable from QML

    What just happened?

    Custom Qt Quick items

    OpenGL items

    Time for action – creating a regular polygon item

    What just happened?

    Have a go hero – creating a supporting border for RegularPolygon

    Painted items

    Time for action – creating an item for drawing outlined text

    What just happened?

    Summary

    10. Qt Quick

    Bringing life into static user interfaces

    Animating elements

    Generic animations

    Time for action – scene for an action game

    What just happened?

    Time for action – animating the sun's horizontal movement

    What just happened?

    Composing animations

    Time for action – making the sun rise and set

    What just happened?

    Non-linear animations

    Time for action – improving the path of the sun

    What just happened?

    Property value sources

    Time for action – adjusting the sun's color

    What just happened?

    Time for action – furnishing sun animation

    What just happened?

    Have a go hero – animating the sun's rays

    Behaviors

    Time for action – animating the car dashboard

    What just happened?

    States and transitions

    More animation types

    Quick game programming

    Game loops

    Time for action – character navigation

    What just happened?

    Time for action – another approach to character navigation

    What just happened?

    Have a go hero – polishing the animation

    Time for action – generating coins

    What just happened?

    Sprite animation

    Time for action – implementing simple character animation

    What just happened?

    Time for action – animating characters using sprites

    What just happened?

    Time for action – adding jumping with sprite transitions

    What just happened?

    Have a go hero – making Benjamin wiggle his tail in anticipation

    Parallax scrolling

    Time for action – revisiting parallax scrolling

    What just happened?

    Have a go hero – vertical parallax sliding

    Collision detection

    Time for action – collecting coins

    What just happened?

    Notes on collision detection

    Eye candy

    Auto-scaling user interfaces

    Graphical effects

    Have a go hero – the blur parallax scrolled game view

    Particle systems

    Tuning the emitter

    Rendering particles

    Making particles move

    Time for action – vanishing coins spawning particles

    What just happened?

    Summary

    A. Pop Quiz Answers

    Chapter 3, Qt GUI Programming

    Pop quiz – making signal-slot connections

    Pop quiz – using widgets

    Chapter 4, Qt Core Essentials

    Pop quiz – Qt core essentials

    Chapter 6, Graphics View

    Pop quiz – mastering Graphics View

    Chapter 7, Networking

    Pop quiz – testing your knowledge

    Chapter 8, Scripting

    Pop quiz – scripting

    Chapter 11, Miscellaneous and Advanced Concepts

    Pop quiz – testing your knowledge

    Index

    Game Programming Using Qt


    Game Programming Using Qt

    Copyright © 2016 Packt Publishing

    All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

    Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

    Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

    First published: January 2016

    Production Reference: 1210116

    Published by Packt Publishing Ltd.

    Livery Place

    35 Livery Street

    Birmingham B3 2PB, UK.

    ISBN 978-1-78216-887-4

    www.packtpub.com

    Credits

    Authors

    Witold Wysota

    Lorenz Haas

    Reviewers

    Simone Angeloni

    Rahul De

    Pooya Eimandar

    Shaveen Kumar

    M. Cihan Özer

    Acquisition Editor

    Vinay Argekar

    Content Development Editor

    Pooja Mhapsekar

    Technical Editor

    Mrunmayee Patil

    Copy Editor

    Neha Vyas

    Project Coordinator

    Sanjeet Rao

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    Indexer

    Monica Ajmera Mehta

    Graphics

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    Jason Monterio

    Production Coordinator

    Conidon Miranda

    Cover Work

    Conidon Miranda

    About the Authors

    Witold Wysota is a software architect and developer living in Poland. He started his adventure with Qt in 2004 when he joined QtForum.org and started answering questions about programming with Qt. Shortly afterwards, he became part of the moderator group of the forum. In 2006, together with the moderator team, he established QtCentre.org, which quickly became the largest community-driven support site devoted to Qt. For a number of years, he conducted commercial, academic, and public trainings and workshops and has been giving lectures on Qt, Qt Quick, and related technologies. He is a certified Qt developer and was a member of Qt Education Advisory Board with Nokia, where he helped prepare materials in order to use Qt in educational activities.

    Witold was also a technical reviewer for Foundations of Qt Development, Johan Thelin, Apress Publishing, a book about Qt 4, and an author of a couple of articles on programming with Qt.

    In real life, he is a passionate adept of Seven Star Praying Mantis, a traditional style of Chinese martial arts.

    I would like to thank all the people who have worked on Qt's development over the years for creating such a great programming framework, which was the main force that helped me to shape my programming career.

    I would also like to thank Lorenz for helping me with the book as well as the team at Packt Publishing for having a magnitude of patience for me during the process of the creation of this book.

    Lorenz Haas is a passionate programmer who started his Qt career with Qt 3. Thrilled by Qt's great community, especially the one at QtCentre.org, he immersed himself in this framework, became one of the first certified Qt developers and specialists, and turned his love for Qt into his profession.

    Lorenz is now working at a medium-sized IT company based in Erlangen, Germany, as a lead software architect. He mainly develops machine controls and their user interfaces as well as general solutions for the industry sector. Additionally, he runs his own small consultancy and programming business called Histomatics (http://www.histomatics.de).

    A few years ago, he started contributing to Qt Creator. He added a couple of refactoring options that you probably rely on a regular basis if you use Qt Creator. He is also the author of the Beautifier plugin.

    I would like to thank Witold who guided me through my first steps into the Qt world back in the days and who still assists me with any problems that arise. I am also very grateful to him for taking me on board for this book writing project. He's an excellent teacher and tutor!

    Secondly, I would like to thank the team at Packt Publishing, who helped and guided us through the entire process of writing this book.

    About the Reviewers

    Simone Angeloni is a software developer and consultant with over a decade of experience in C++ and scripting languages. He is a passionate gamer, but an even more passionate modder and game designer.

    He is currently working for Crytek GmbH and developing the UI of the free-to-play, award-winning video game Warface. Before this, he was realizing configuration systems for railway signaling and creating standalone applications with Qt. Later, he worked with universities and the National Institute of Nuclear Physics to realize fast data acquisition for particle accelerators.

    Recently, he founded Clockwise Interactive, a game company that is currently working on the production of its first title.

    Rahul De is a 23-year-old systems and server-side engineer from Kolkata, India. He recently graduated from the Vellore Institute of Technology with a bachelor of technology degree in computer science and now works with ThoughtWorks. Being a tech and open source enthusiast and a proper geeks geek, Rahul took up programming at a very young age and quickly matured from developing small-time native applications for desktops to maintaining servers, writing compilers, building IDEs, and enhancing Qt. His latest pet projects involve Medusa—a JIT compiler for Python using Qt, which aims to provide up to a 1500 percent boost for Python projects.

    Being an avid gamer, he has already dabbled quite a bit with various engines such as Unreal and Cry. He likes to play and develop games in his spare time.

    Pooya Eimandar was born on 7th January 1986. He graduated in computer science and has a hardware engineering degree from Shomal University. He is also the author of DirectX 11.1 Game Programming, Packt Publishing.

    He began his career working on various 3D simulation applications. In 2010, he founded BaziPardaz Game Studio, and since then, he has been leading an open source game engine (https://persianengine.codeplex.com/) at Bazipardaz.

    He is currently working on a playout and CG editor tool for Alalam News Network. You can find more information about him at http://PooyaEimandar.com/.

    Shaveen Kumar is a computer scientist and engineer. He graduated from Carnegie Mellon University in 2013 with a master's degree in entertainment technology and is working at Google. He works there as a graphics engineer and technical artist. His main interests are in GPU programming, parallel computing, game engine development, robotics, and computer vision.

    More information about his work can be found at http://www.shaveenk.com.

    M. Cihan Özer is a game developer and researcher in computer graphics. He started his career in game development and worked for several mobile and game companies.

    He got his bachelor's degree from Ankara University, Turkey, and he is currently an MS student at Université de Montréal, Canada. Cihan's work focuses on realistic rendering and interactive techniques.

    I would like to thank the authors of this book. It will help a lot of people who want to learn Qt and work with it. Also, I would like to thank the great people at Packt Publishing for giving me the opportunity to review this book.

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    Preface

    As a leading cross-platform toolkit for all significant desktop, mobile, and embedded platforms, Qt is becoming more popular by the day. This book will help you learn the nitty-gritty of Qt and will equip you with the necessary toolsets to build apps and games. This book is designed as a beginner's guide to take programmers that are new to Qt from the basics, such as objects, core classes, widgets, and so on, and new features in version 5.4, to a level where they can create a custom application with best practices when it comes to programming with Qt.

    With a brief introduction on how to create an application and prepare a working environment for both desktop and mobile platforms, we will dive deeper into the basics of creating graphical interfaces and Qt's core concepts of data processing and display before you try to create a game. As you progress through the chapters, you'll learn to enrich your games by implementing network connectivity and employing scripting. Delve into Qt Quick, OpenGL, and various other tools to add game logic, design animation, add game physics, and build astonishing UIs for games. Toward the end of this book, you'll learn to exploit mobile device features, such as accelerators and sensors, to build engaging user experiences.

    What this book covers

    Chapter 1, Introduction to Qt, will familiarize you with the standard behavior that is required when creating cross-platform applications as well as show you a bit of history of Qt and how it evolved over time with an emphasis on the most recent architectural changes in Qt.

    Chapter 2, Installation, will guide you through the process of installing a Qt binary release for desktop platforms, setting up the bundled IDE, and looking at various configuration options related to cross-platform programming.

    Chapter 3, Qt GUI Programming, will show you how to create classic user interfaces with the Qt Widgets module. It will also familiarize you with the process of compiling applications using Qt.

    Chapter 4, Qt Core Essentials, will familiarize you with the concepts related to data processing and display in Qt—file handling in different formats, Unicode text handling and displaying user-visible strings in different languages, and regular expression matching.

    Chapter 5, Graphics with Qt, describes the whole mechanism related to creating and using graphics in Qt in 2D and 3D. It also presents multimedia capabilities for audio and video (capturing, processing, and output)

    Chapter 6, Graphics View, will familiarize you with 2D-object-oriented graphics in Qt. You will learn how to use built-in items to compose the final results as well as create your own items supplementing what is already available and possibly animate them.

    Chapter 7, Networking, will demonstrate the IP networking technologies that are available in Qt. It will teach you how to connect to TCP servers, implement a reliable server using TCP, and implement an unreliable server using UDP.

    Chapter 8, Scripting, shows you the benefits of scripting in applications. It will teach you how to employ a scripting engine for a game by using JavaScript. It will also suggest some alternatives to JavaScript for scripting that can be easily integrated with Qt.

    Chapter 9, Qt Quick Basics, will teach you to program resolution-independent fluid user interfaces using a QML declarative engine and Qt Quick 2 scene graph environment. In addition, you will learn how to implement new graphical items in your scenes.

    Chapter 10, Qt Quick, will show you how to bring dynamics to various aspects of a UI. You will see how to create fancy graphics and animations in Qt Quick by using the particle engine, GLSL shaders and built-in animation, and state machine capabilities, and you will learn how to use these techniques in games.

    Chapter 11, Miscellaneous and Advanced Concepts, covers the important aspects of Qt programming that didn't make it into the other chapters but may be important for game programming. This chapter is available online at the link https://www.packtpub.com/sites/default/files/downloads/Advanced_Concepts.pdf.

    What you need for this book

    All you need for this book is a Windows machine with the latest version of Qt installed. The examples presented in this book are based on Qt 5.4.

    Qt can be downloaded from http://www.qt.io/download-open-source/.

    Who this book is for

    The expected readers of this book will be application and UI developers/programmers who have basic/intermediate functional knowledge of C++. The target audience also includes C++ programmers. No previous experience with Qt is required for you to read this book. Developers with up to a year of Qt experience will also benefit from the topics covered in this book.

    Sections

    In this book, you will find several headings that appear frequently (Time for action, What just happened?, Pop quiz, and Have a go hero).

    To give clear instructions on how to complete a procedure or task, we use these sections as follows:

    Time for action – heading

    Action 1

    Action 2

    Action 3

    Instructions often need some extra explanation to ensure they make sense, so they are followed with these sections:

    What just happened?

    This section explains the working of the tasks or instructions that you have just completed.

    You will also find some other learning aids in the book, for example:

    Pop quiz – heading

    These are short multiple-choice questions intended to help you test your own understanding.

    Have a go hero – heading

    These are practical challenges that give you ideas to experiment with what you have learned.

    Conventions

    You will also find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

    Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: This API is centered on QNetworkAccessManager, which handles the complete communication between your game and the Internet.

    A block of code is set as follows:

    QNetworkRequest request;

    request.setUrl(QUrl(http://localhost/version.txt));

    request.setHeader(QNetworkRequest::UserAgentHeader, MyGame);

    m_nam->get(request);

    When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

    void FileDownload::downloadFinished(QNetworkReply *reply) {   const QByteArray content = reply->readAll();

     

      m_edit->setPlainText(content);

      reply->deleteLater();

     

    }

    Any command-line input or output is written as follows:

    git clone git://code.qt.io/qt/qt5.git cd qt5 perl init-repository

    New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: On the Select Destination Location screen, click on Next to accept the default destination.

    Note

    Warnings or important notes appear in a box like this.

    Tip

    Tips and tricks appear like this.

    Reader feedback

    Feedback from our readers is always welcome. Let us know what you think about this book—what you liked or disliked. Reader feedback is important for us as it helps us develop titles that you will really get the most out of.

    To send us general feedback, simply e-mail <[email protected]>, and mention the book's title in the subject of your message.

    If there is a topic that you have expertise in and you are interested in either writing or contributing to a book, see our author guide at www.packtpub.com/authors.

    Customer support

    Now that you are the proud owner of a Packt book, we have a number of things to help you to get the most from your purchase.

    Downloading the example code

    You can download the example code files from your account at http://www.packtpub.com for all the Packt Publishing books you have purchased. If you purchased this book elsewhere, you can visit http://www.packtpub.com/support and register to have the files e-mailed directly to you.

    Downloading the color images of this book

    We also provide you with a PDF file that has color images of the screenshots/diagrams used in this book. The color images will help you better understand the changes in the output. You can download this file from https://www.packtpub.com/sites/default/files/downloads/GameProgrammingUsingQt_ColoredImages.pdf.

    Errata

    Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you find a mistake in one of our books—maybe a mistake in the text or the code—we would be grateful if you could report this to us. By doing so, you can save other readers from frustration and help us improve subsequent versions of this book. If you find any errata, please report them by visiting http://www.packtpub.com/submit-errata, selecting your book, clicking on the Errata Submission Form link, and entering the details of your errata. Once your errata are verified, your submission will be accepted and the errata will be uploaded to our website or added to any list of existing errata under the Errata section of that title.

    To view the previously submitted errata, go to https://www.packtpub.com/books/content/support and enter the name of the book in the search field. The required information will appear under the Errata section.

    Piracy

    Piracy of copyrighted material on the Internet is an ongoing problem across all media. At Packt, we take the protection of our copyright and licenses very seriously. If you come across any illegal copies of our works in any form on the Internet, please provide us with the location address or website name immediately so that we can pursue a remedy.

    Please contact us at <[email protected]> with a link to the suspected pirated material.

    We appreciate your help in protecting our authors and our ability to bring you valuable content.

    Questions

    If you have a problem with any aspect of this book, you can contact us at <[email protected]>, and we will do our best to address the problem.

    Chapter 1. Introduction to Qt

    In this chapter, you will learn what Qt is and how it evolved. We will pay special attention to the differences between Qt's major versions 4 and 5. Finally, you will learn to decide on which of the available Qt licensing schemes to choose for our projects.

    The cross-platform programming

    Qt is an application programming framework that is used to develop cross-platform applications. What this means is that software written for one platform can be ported and executed on another platform with little or no effort. This is obtained by limiting the application source code to a set of calls to routines and libraries available to all the supported platforms, and by delegating all tasks that may differ between platforms (such as drawing on the screen and accessing system data or hardware) to Qt. This effectively creates a layered environment (as shown in the following figure), where Qt hides all platform-dependent aspects from the application code:

    Of course, at times we need to use some functionality that Qt doesn't provide. In such situations, it is important to use conditional compilation like the one used in the following code:

    #ifdef Q_OS_WIN32

    // Windows specific code

    #elif defined(Q_OS_LINUX) || defined(Q_OS_MAC)

    // Mac and Linux specific code

    #endif

    Tip

    Downloading the example code

    You can download the example code files from your account at http://www.packtpub.com for all the Packt Publishing books you have purchased. If you purchased this book elsewhere, you can visit http://www.packtpub.com/support and register there to have the files e-mailed directly to you.

    What just happened?

    Before the code is compiled, it is first fed to a preprocessor that may change the final text that is going to be sent to a compiler. When it encounters a #ifdef directive, it checks for the existence of a label that will follow (such as Q_OS_WIN32), and only includes a block of code in compilation if the label is defined. Qt makes sure to provide proper definitions for each system and compiler so that we can use them in such situations.

    Tip

    You can find a list of all such macros in the Qt reference manual under the term QtGlobal.

    Qt Platform Abstraction

    Qt itself is separated into two layers. One is the core Qt functionality that is implemented in a standard C++ language, which is essentially platform-independent. The other is a set of small plugins that implement a so-called Qt Platform Abstraction (QPA) that contains all the platform-specific code related to creating windows, drawing on surfaces, using fonts, and so on. Therefore, porting Qt to a new platform in practice boils down to implementing the QPA plugin for it, provided the platform uses one of the supported standard C++ compilers. Because of this, providing basic support for a new platform is work that can possibly be done in a matter of hours.

    Supported platforms

    The framework is available for a number of platforms, ranging from classical desktop environments through embedded systems to mobile phones. The following table lists down all the platforms and compiler families that Qt supports at the time of writing. It is possible that when you are reading this, a couple more rows could have been added to this table:

    A journey through time

    The development of Qt was started in 1991 by two Norwegians—Eirik Chambe-Eng and Haavard Nord, who were looking to create a cross-platform GUI programming toolkit. The first commercial client of Trolltech (the company that created the Qt toolkit) was the European Space Agency. The commercial use of Qt helped Trolltech sustain further development. At that time, Qt was available for two platforms—Unix/X11 and Windows; however, developing with Qt for Windows required buying a proprietary license, which was a significant drawback in porting the existing Unix/Qt applications.

    A major step forward was the release of Qt Version 3.0 in 2001, which saw the initial support for Mac as well as an option to use Qt for Unix and Mac under a liberal GPL license. Still, Qt for Windows was only available under a paid license. Nevertheless, at that time, Qt had support for all the important players in the market—Windows, Mac, and Unix desktops, with Trolltech's mainstream product and Qt for embedded Linux.

    In 2005, Qt 4.0 was released, which was a real breakthrough for a number of reasons. First, the Qt API was completely redesigned, which made it cleaner and more coherent. Unfortunately, at the same time, it made the existing Qt-based code incompatible with 4.0, and many applications needed to be rewritten from scratch or required much effort to be adapted to the new API. It was a difficult decision, but from the time perspective, we can see it was worth it. Difficulties caused by changes in the API were well countered by the fact that Qt for Windows was finally released under GPL. Many optimizations were introduced that made Qt significantly faster. Lastly, Qt, which was a single library until now, was divided into a number of modules:

    This allowed programmers to only link to the functionality that they used in their applications, reducing the memory footprint and dependencies of their software.

    In 2008, Trolltech was sold to Nokia, which at that time was looking for a software framework to help it expand and replace its Symbian platform in the future. The Qt community became divided, some people were thrilled, others worried after seeing Qt's development get transferred to Nokia. Either way, new funds were pumped into Qt, speeding up its progress and opening it for mobile platforms—Symbian and then Maemo and MeeGo.

    For Nokia, Qt was not considered a product of its own, but rather a tool. Therefore, they decided to introduce Qt to more developers by adding a very liberal LGPL license that allowed the usage of the framework for both open and closed source development.

    Bringing Qt to new platforms and less powerful hardware required a new approach to create user interfaces and to make them more lightweight, fluid, and eye candy. Nokia engineers working on Qt came up with a new declarative language to develop such interfaces—the Qt Modeling Language (QML) and a Qt runtime for it called Qt Quick.

    The latter became the primary focus of the further development of Qt, practically stalling all nonmobile-related work, channeling all efforts to make Qt Quick faster, easier, and more widespread. Qt 4 was already in the market for 7 years and it became obvious that another major version of Qt had to be released. It was decided to bring more engineers to Qt by allowing anyone to contribute to the project.

    Nokia did not manage to finish working on Qt 5.0. As a result of an unexpected turn over of Nokia toward different technology in 2011, the Qt division was sold in mid-2012 to the Finnish company Digia that managed to complete the effort and release Qt 5.0 in December of the same year.

    New in Qt 5

    The API of Qt 5 does not differ much from that of Qt 4. Therefore, Qt 5 is almost completely source compatible with its predecessor, which means that we only need a minimal effort to port the existing applications to Qt 5. This section gives a brief introduction to the major changes between versions 4 and 5 of Qt. If you are already familiar with Qt 4, this can serve as a small compendium of what you need to pay attention to if you want to use the features of Qt 5 to their fullest extent.

    Restructured codebase

    The biggest change compared to the previous major release of Qt and the one that is immediately visible when we try to build an older application against Qt 5 is that the whole framework was refactored into a different set of modules. Because it expanded over time and became harder to maintain and update for the growing number of platforms that it supported, a decision was made to split the framework into much smaller modules contained in two module groups—Qt Essentials and Qt Add-ons. A major decision relating to the split was that each module could now have its own independent release schedule.

    Qt Essentials

    The Essentials group contains modules that are mandatory to implement for every supported platform. This implies that if you are implementing your system using modules from this group only, you can be sure that it can be easily ported to any other platform that Qt supports. Some of the modules are explained as follows:

    The QtCore module contains the most basic Qt functionality that all other modules rely on. It provides support for event processing, meta-objects, data I/O, text processing, and threading. It also brings a number of frameworks such as the animation framework, the State Machine framework, and the plugin framework.

    The Qt GUI module provides basic cross-platform support to build user interfaces. It is much smaller compared with the same module from Qt 4, as the support for widgets and printing has been moved to separate modules. Qt GUI contains classes that are used to manipulate windows that can be rendered using either the raster engine (by specifying QSurface::RasterSurface as the surface type) or OpenGL (QSurface::OpenGLSurface). Qt supports desktop OpenGL as well as OpenGL ES 1.1 and 2.0.

    The Qt Network module brings support for IPv4 and IPv6 networking using TCP and UDP as well as by controlling the device connectivity state. Compared to Qt 4, this module improves IPv6 support, adds support for opaque SSL keys (such as hardware key devices) and UDP multicast, and assembles MIME multipart messages to be sent over HTTP. It also extends support for DNS lookups.

    Qt Multimedia allows programmers to access audio and video hardware (including cameras and FM radio) to record and play multimedia content.

    Qt SQL brings a framework that is used to manipulate SQL databases in an abstract way.

    Qt WebKit is a port of the WebKit 2 web browser engine to Qt. It provides classes to display and manipulate web content and integrates with your desktop application.

    Qt Widgets extends the GUI module with the ability to create a user interface using widgets, such as buttons, edit boxes, labels, data views, dialog boxes, menus, and toolbars that are arranged using a special layout engine. It also contains the implementation of

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