更新时间:2021-08-20 10:45:50
封面
版权页
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Support files eBooks discount offers and more
Preface
What this book covers
What you need for this book
Who this book is for
Sections
Time for action – heading
Conventions
Reader feedback
Customer support
Chapter 1. Introduction to Qt
The cross-platform programming
A journey through time
New in Qt 5
Choosing the right license
Summary
Chapter 2. Installation
Installing the Qt SDK
Time for action – installing Qt using an online installer
Setting up Qt Creator
Time for action – loading an example project
Time for action – running the Affine Transformations project
Building Qt from sources
Time for action – setting up Qt sources using Git
Time for action – configuring and building Qt
Chapter 3. Qt GUI Programming
Windows and dialogs
Time for action – creating a Qt Desktop project
Time for action – implementing a tic-tac-toe game board
Qt meta-objects
Time for action – functionality of a tic-tac-toe board
Time for action – adding properties to the board class
Designing GUIs
Time for action – designing the game configuration dialog
Time for action – polishing the dialog
Time for action – the logic of the dialog
Time for action – the main window of the application
Time for action – adding a pull-down menu
Time for action – creating a toolbar
Time for action – filling in the central widget
Time for action – putting it all together
Chapter 4. Qt Core Essentials
Text handling
Time for action – a simple quiz game
Data storage
Time for action – implementing a device to encrypt data
Time for action – serialization of a custom structure
Time for action – implementing an XML parser for player data
Time for action – the player data JSON serializer
Time for action – implementing a JSON parser
Chapter 5. Graphics with Qt
Raster painting
Time for action – custom-painted widgets
Time for action – transforming the viewport
Time for action – drawing an oscillogram
Time for action – making oscillograms selectable
Time for action – optimizing oscillogram drawing
Time for action – developing the game architecture
Time for action – implementing the game board class
Time for action – understanding the ChessView class
Time for action – rendering the pieces
Time for action – making the chess game interactive
Time for action – connecting the game algorithm
OpenGL
Time for action – drawing a triangle using Qt and OpenGL
Time for action – scene-based rendering
Time for action – drawing a textured cube
Time for action – shaded objects
Chapter 6. Graphics View
Graphics View architecture
Time for action – creating a black rectangular item
Time for action – reacting to an item's selection state
Time for action – making the item's size definable
Time for action – creating items with different origins
Time for action – rotating an item
Time for action – adding an item to a scene
Time for action – rendering the scene's content to an image
Time for action – transforming parent items and child items
Time for action – putting it all together!
Time for action – creating an item where transformations can easily be seen
Time for action – implementing the ability to scale the scene
Time for action – implementing the ability to move the scene
Time for action – taking the zoom level into account
The jumping elephant or how to animate the scene
Time for action – creating an item for Benjamin
Time for action – making Benjamin move
Time for action – moving the background
Time for action – using properties signals and slots with items
Time for action – using animations to move items smoothly
Time for action – keeping multiple animations in sync