I vote against using Qt. Having used and hacked it extensively (up to 4.8, or the master branch in git), Qt is way overboard for any simple project.
1 QtCreator is good as a common-platform IDE vs Eclipse, but cannot be used as a selling point for programming IN Qt
2 the code ISN'T as cross-platform as many would like to lead you to think because most here only did some simple apps in it, not full-blow production and public releases
3 the framework is TOO comprehensive and doesn't have a modular substructure to rip out unnecessary bloat; the MFC class structure lends to that bloat
4 it is easy to learn, but requires wrapping your head around weird idiosyncrasies of core elements that are poorly explained in the documentation and require trolling through the immense amount of source
5 Qt's problem reporting system pretty much buries any bugs or fixes you contribute that they don't personally like
Expanding on #2 and #3: Qt is only truly portable between Linux/MacOSX/MSWindows. It really sucks on embedded/smallMemoryCpu as they stopped supporting their qconfig modularization since 4.5. Ex. For Windows Mobile and other embedded, the smallest footprint is 12MB MINIMUM (Core, Gui, OGLES). That's > 50% of the entirely virtual memory available to a single WM app -- for a hello-world in OGLES.
Qt uses a strict single-tree (MFC) inheritance class hierarchy (instead of recursive templating due to legacy and hard-noses) which means code for everything ends up in the shared library, used or not. It's software rasterization most of the time and then hardware-accelerates the results, so it's not a true opengl renderer. You'll have to rewrite it yourself to clean it up. This means it has some speed but a lot of bloat in code and texture memory.
Their MOC is a nice alternative to ObjC, but it's a flawed design decision that didn't bet on the templating abilities of C++ modernization. Boost and Boost signals2 is a less magical alternative to Qt's signaling system.
If it was truly portable on mobile, why is it used extensively ONLY on Nokia products? There's few to zero examples for Symbian and Windows Mobile, and it's not ported to Android/iOS. This means you're already limited if you invest in Qt.
Their QGraphicsView canvas drawing layer is still immature and is still NOT multi-thread compatible (as much of Qt). This means you have to work your way around it a lot of times, or avoid it completely (and still can't compile out the software renderer) especially if you wanted a fancy multi-threaded renderer, or simply just loading textures in one thread and then drawing it in a master draw thread.
I strongly recommend going with a lighter, less drama foundation such as Clutter (which is MORE portable than Qt), SDL, or the bindings some languages provide such as gtk.