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Game Programming using Qt 5 Beginner's Guide : Create amazing games with Qt 5, C++, and Qt Quick, 2nd Edition.

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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Strakhov, Pavel Vladimirovich
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Publishing, 2018.
Edición:2nd ed.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Time for action
  • Adding path items to the scene.