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)
1
Section 1: Delphi GUI Programming Frameworks
4
Section 2: The FMX Framework in Depth
13
Section 3: Pushing to The Top: Advanced Topics

TFloatKeyAnimation

TFloatAnimation implements animations going from A to B values. Sometimes, you need to cycle through a number of intermediate steps between the starting and final points. The TFloatKeyAnimation class implements this kind of animation, allowing you to define a list of pairs (key-value pairs).

If you set up N entries, they will be split up into a sequence of animations from A to B, B to C, C to D, and so on, up to N-1 to N entries. The interpolation function will be applied globally but not to each segment of the animation. The key value is used to define at what point of the duration interval (using normalized time, in the 0 to 1 range) the value should be positioned.

In other words, you are not simply providing a list of values (that would be equally distributed across the 0 to Duration interval), but rather defining a segmentation of the duration period with a value associated with each section.

Let's consider the following TFloatKeyAnimation definition:

object...