Book Image

Delphi GUI Programming with FireMonkey

By : Andrea Magni
4 (1)
Book Image

Delphi GUI Programming with FireMonkey

4 (1)
By: Andrea Magni

Overview of this book

FireMonkey (FMX) is a cross-platform application framework that allows developers to create exciting user interfaces and deliver applications on multiple operating systems (OS). This book will help you learn visual programming with Delphi and FMX. Starting with an overview of the FMX framework, including a general discussion of the underlying philosophy and approach, you’ll then move on to the fundamentals and architectural details of FMX. You’ll also cover a significant comparison between Delphi and the Visual Component Library (VCL). Next, you’ll focus on the main FMX components, data access/data binding, and style concepts, in addition to understanding how to deliver visually responsive UIs. To address modern application development, the book takes you through topics such as animations and effects, and provides you with a general introduction to parallel programming, specifically targeting UI-related aspects, including application responsiveness. Later, you’ll explore the most important cross-platform services in the FMX framework, which are essential for delivering your application on multiple platforms while retaining the single codebase approach. Finally, you’ll learn about FMX’s built-in 3D functionalities. By the end of this book, you’ll be familiar with the FMX framework and be able to build effective cross-platform apps.
Table of Contents (18 chapters)
Section 1: Delphi GUI Programming Frameworks
Section 2: The FMX Framework in Depth
Section 3: Pushing to The Top: Advanced Topics


This animation targets floating-point values. It is commonly used since many FMX properties are floating-point values (the Single type specifically). We have already seen some simple examples of the Width, Height, and Position (X and Y) properties throughout this chapter. Opacity, RotationAngle, and Scale  (X and Y) can also be used with this kind of animation.

We've already discussed that TCustomPropertyAnimation can address a sub-property (regardless of the nesting level) of the target component and that that's what you are actually doing by setting PropertyName to Position.X rather than Scale.Y. Even if more specific animation types are available (TRectAnimation), you can do this with respect to the Margins and Paddings properties of a TFMXObject. The difference is that you'll be handling sub-properties individually rather than addressing them as part of a larger data structure (TBounds).

TFloatAnimation has two Single...