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

Learning about the materials

There are three kinds of materials available in the FMX 3D framework:

  • TColorMaterialSource: This is a simple solid color material.
  • TTextureMaterialSource: This enables the use of a bitmap as filling.
  • TLightMaterialSource: This implements a material (color- or texture-based), which is responsive with respect to the amount of light it is exposed to.

You can find the three aforementioned components in the component palette (in the Materials category). These are non-visual components you can add to your form and set up through the Object Inspector. Then, you can use them with 3D shapes or models by referencing them as values for the specific material-related properties of the object. For example, a TCube component has a Material property. A TText3D component has three different properties (MaterialSource, MaterialBackSource, and MaterialShaftSource) to let you diversify materials with respect to the sides of the 3D text object.

In this section...