Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Game Programming using Qt 5 Beginner's Guide

You're reading from   Game Programming using Qt 5 Beginner's Guide Create amazing games with Qt 5, C++, and Qt Quick

Arrow left icon
Product type Paperback
Published in Apr 2018
Publisher
ISBN-13 9781788399999
Length 714 pages
Edition 2nd Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Pavel Vladimirovich Strakhov Pavel Vladimirovich Strakhov
Author Profile Icon Pavel Vladimirovich Strakhov
Pavel Vladimirovich Strakhov
Arrow right icon
View More author details
Toc

Table of Contents (18) Chapters Close

Preface 1. Introduction to Qt 2. Installation FREE CHAPTER 3. Qt GUI Programming 4. Custom 2D Graphics with Graphics View 5. Animations in Graphics View 6. Qt Core Essentials 7. Networking 8. Custom Widgets 9. OpenGL and Vulkan in Qt applications 10. Scripting 11. Introduction to Qt Quick 12. Customization in Qt Quick 13. Animations in Qt Quick Games 14. Advanced Visual Effects in Qt Quick 15. 3D Graphics with Qt 16. Pop quiz answers
17. Other Books You May Enjoy

A journey through time

The development of Qt 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 the 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 were 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, Nokia decided to introduce Qt to more developers by adding a very liberal Lesser General Public License (LGPL) 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 attractive. 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 non-mobile-related work, channeling all efforts to make Qt Quick faster, easier, and more widespread. Qt 4 was already in the market for seven 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. The Qt Project founded by Nokia in 2011 provided an infrastructure for code review and introduced an open governance model, allowing outside developers to participate in decision making.

Nokia did not manage to finish working on Qt 5.0. As a result of an unexpected turnover 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, a completely restructured framework, in December of the same year. While Qt 5.0 introduced a lot of new features, it was mostly compatible with Qt 4 and allowed developers to seamlessly migrate to the new major version.

In 2014, Digia formed the Qt Company that is now responsible for Qt development, commercialization, and licensing. All Qt-related web resources scattered across Qt Project and Digia websites were eventually unified at https://www.qt.io/. Qt continues to receive bug fixes, new features, and new platform support. This book is based on Qt 5.9, which was released in 2017.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime