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Delphi GUI Programming with FireMonkey

Delphi GUI Programming with FireMonkey

By : Magni
4.1 (15)
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Delphi GUI Programming with FireMonkey

Delphi GUI Programming with FireMonkey

4.1 (15)
By: 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)
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1
Section 1: Delphi GUI Programming Frameworks
4
Section 2: The FMX Framework in Depth
13
Section 3: Pushing to The Top: Advanced Topics

Merging 3D and 2D visual objects

We have already seen in this chapter that FMX provides the ability to have a regular (2D) application containing a 3D scene (either within a TForm3D instance or through the use of a TViewport3D component).

There is another way to mix 2D and 3D visual components, that is, by trying to put regular (2D) components inside a 3D scene. There may be several use cases for this opportunity. For example, if your project is a 3D world simulator or item configurator, you may find yourself in need of having some data controls somewhere in the UI. Imagine you are building a product configurator and you want to provide a list of selectable options (that is, using a TListView component or a TListBox component) to the user without leaving the 3D scene.

The combination of FMX 3D capabilities that we are discussing in this chapter, together with the ability to render UI controls through the GPU, is very powerful. We just need to add the proper container to our...

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