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Re: QT GUI Development

Posted: Sun Aug 23, 2009 10:09 am
by M_D_K
GyroVorbis wrote:I've had KDE crash just as many times as Windows Explorer. But yeah, I will agree that I enjoy the interface much more.

From what I've seen, Windows 7 looks solid.
That would be compiz doing that, I found when using KDE 3.x with compiz enabled it would crash the window decorator. Plasma in KDE4 hasn't crashed on me once.

And my custom setup with OpenBox + tint2 + composite hasn't crashed either. As for windows 7 I haven't really been following it, but from what I've heard I'm skeptical of it.

Re: QT GUI Development

Posted: Sun Aug 23, 2009 7:25 pm
by kamokow
JaxDragon wrote:I think it'll take some getting used to for the whole "only icons for windows in the taskbar" thing.
You can turn that off and make it act like the old taskbar, but it really doesnt take that much to get used to (imho)

Re: QT GUI Development

Posted: Sun Aug 23, 2009 9:15 pm
by JaxDragon
kamokow wrote:
JaxDragon wrote:I think it'll take some getting used to for the whole "only icons for windows in the taskbar" thing.
You can turn that off and make it act like the old taskbar, but it really doesnt take that much to get used to (imho)
Well that's good. It would have irritated the crap out of me.

Re: QT GUI Development

Posted: Tue Aug 25, 2009 5:52 pm
by Falco Girgis
My first impressions of QT, the development kit, and everything about it are absolutely positive. It is extremely powerful and is ridiculously easy to use. I will most certainly be using it in my future GUI endeavors. It compiles seamlessly for GNU/Linux, Mac, and Windows, and is extremely powerful. It has built in 2D graphics handling and integrates pretty seamlessly with OpenGL.

For all of you guys who would like to start developing your own level editor or tools for your game, I would highly recommend you use QT.

Re: QT GUI Development

Posted: Wed Aug 26, 2009 1:23 am
by K-Bal
GyroVorbis wrote:It has built in 2D graphics handling and integrates pretty seamlessly with OpenGL.
You don't even have to touch these, i.e. we are using a custom SFMLWidget for our level editor. So we can use all the drawing stuff from the game in the editor, too.

Re: QT GUI Development

Posted: Wed Aug 26, 2009 9:11 am
by dandymcgee
GyroVorbis wrote:My first impressions of QT, the development kit, and everything about it are absolutely positive. It is extremely powerful and is ridiculously easy to use. I will most certainly be using it in my future GUI endeavors. It compiles seamlessly for GNU/Linux, Mac, and Windows, and is extremely powerful. It has built in 2D graphics handling and integrates pretty seamlessly with OpenGL.

For all of you guys who would like to start developing your own level editor or tools for your game, I would highly recommend you use QT.
I just downloaded it yesterday and checked it out. I didn't realize it was an entire IDE! The documentation is awesome, the example code is extraordinarily organized, and the whole thing just looks stunningly beautiful. This is by far one of the coolest tools I have ever seen.

Re: QT GUI Development

Posted: Wed Aug 26, 2009 10:38 am
by Falco Girgis
It's its own IDE, because QT could be considered it's own C++-based programming language. They have a parser that converts some of the code into C++--I'm fairly certain that there are some things that you do that aren't actually legal in C++ (haven't encountered anything yet with my limited screwing around). So there's an extra pass to the QT parser before it all becomes GCC-compliant.

So yeah, it does need its own IDE. I also heard that it has extensions for development with Visual Studio and Eclipse (and probably Code::Blocks, somehow).

But yeah, I agree. I've been looking into wxWidgets, GDK, and QT--I have decided that QT is the future of multiplatform GUI-based development. Nokia is even developing a Linux-based smartphone that can run QT.

Re: QT GUI Development

Posted: Wed Aug 26, 2009 1:47 pm
by dani93
GyroVorbis wrote:For all of you guys who would like to start developing your own level editor or tools for your game, I would highly recommend you use QT.
That's the reason I started learning Qt :)
With my editor you can lay tiles (also several at once holding the mouse button) on different layers. But it is not really user-friendly if you want make things like "hard" tiles.
GyroVorbis wrote:So yeah, it does need its own IDE.
You can use the Qt-Creator, but you don't have to. I'm using the command line interface.

Just

Code: Select all

$ qmake -project         # creates a .pro file
$ qmake                      # creates a platform dependent makefile
$ make
and it will compile all code files in the current directory (but you can adjust that in the .pro file). On WIndows there is a "special" console for that. It's just cmd.exe with additional parameters for the paths of the libraries and headers.
GyroVorbis wrote:I also heard that it has extensions for development with Visual Studio and Eclipse (and probably Code::Blocks, somehow).
I know that you can use it with Code::Blocks. But you need to adjust all directories and link every single library manually...