FireMonkey Platform Prerequisites
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Cross Platform Development with Delphi XE7 & FireMonkey for Windows & MAC OS X.pdf
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Delphi XE2 之 FireMonkey 入门学习笔记
本文档是原作者学习Delphi XE2过程中记录下的学习笔记,笔记中有大量详细的示例代码,对初学及有使用经验的Delphi开发者都有较高的参考意义。为便于阅读,现将全部笔记整理成册,与众多Delphi开发者分享。
CPP-Cross-Platform-Samples:C ++ Builder FireMonkey演示和示例,适用于Android,IOS,MacOS,Windows,Linux,HTML5
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<<Delphi XE10.2下使用FireMonkey进行跨平台开发>>
DelphiXE10.2下使用FMX开发跨平台的应用,但不是特别针对APP,书中更多的内容是在Mac OS X环境下的开发的内容.原著德国人Harry Stahl的<<2017-Cross-Platform Development with Delphi XE10.2 & FireMonkey for Windows & MAC OS X>>.基本是借助有道的在线翻译功能,自己通读了一下没有太大的歧义. 有五,六处段落的翻译是靠自己的理解进行的意译,因为没有Mac平台进行验证,如果读者发现错误后能反馈本人,感激不敬! 联系方式:15309974713@189.cn
FireMonkey快速入门指南.pdf
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TMS Pack for FireMonkey
Highly styleable cross-platform FireMonkey controls Support for Windows 32 bit, 64 bit, Mac OS X and iOS Support for HTML formatted text, including hyperlinks in various parts of the components Built-in support for LiveBindings in TTMSFMXTableView and TTMSFMXTileList, allows to bind any item element to data Includes various demos and an extensive PDF developers guide Includes various helper controls (badge, button and html enabled text controls) that can be used separately as well Includes several Sample applications for the TTMSFMXGrid component
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TMS FlexCel Studio for VCL and FireMonkey 6.24.0.0.rar
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Cross Platform Development with Delphi XE7
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Delphi 12.3控件之.3控件之delphi-gui-programming-with-firemonkey-unleash-the-full-potential-of-the-fmx-fram
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Flappy Bird Clone Source Code For Delphi XE5 Firemonkey On Android And IOS
If you live in a cave you might have missed the ultra hard mobile game Flappy Bird that went viral recently. I wanted to build a proof of concept prototype version of Flappy Bird using Delphi XE5 Firemonkey and this is what I came up with. The game is called Flappy Firemonkey and I built it in a few hours. The code is very rough and it could use a lot of optimization and polish but it’s playable. It works best on Windows and I also tested it on Android and IOS but not OSX. It uses a TMemIniFile to save your best score, rudimentary collision detection, a game loop, opening a cross platform URL, and does some things with TFloatAnimation as well. Handling all of the different screen sizes was harder than I thought but I have run out of time for handling more screen sizes than a normal Android device and the Google Nexus 4 size device on Windows. Things that worked out well: I accomplished the animation of the firemonkey and the moving ground bar by just using two frames and doing TBitmap.Assign() between them which is not at all the best way to do it but it works for a prototype. For a production project I would probably switch to this TSprite component or try to get TBitmapListAnimation working. Using a TTimer for the game loop worked out well. It keeps the game rendering separate (hopefully). I might try using a Firemonkey 3D form (see below) because it has an OnRender event. Using ShowModal on Windows and just Show on mobile worked as I had hoped. Adding in Hide to the Menu Form when the Game Form is active also worked like I wanted. I based my collision detection off of some code I found on Torry’s. The collision detection was one of the last things I added. There are a couple other methods to do collision detection like IntersectRect() and TRect.Intersect (and probably more). I would have to test each method to see which ones are the fastest for mobile. Building the pipes out of TRectangle worked but I ended up moving them into a TLayout to make the collision detection work correctly. I combined this code and this code for the open URL functionality. The cross platform functionality is awesome. I built and tested it with the Win32 target and switching the target to compile to Android and it just worked. Things that did not work out so well: I attempted to apply a ratio to my hard coded movement and placement numbers so that it would take the screen size into account but was unable to really get or make a usable ratio for the screen size. I had some more Delphi XE5 Firemonkey effects like bevel and glow on my Game Over screen that I was using but once I started testing on mobile I had to remove them to get a better framerate. Originally I parented all of the objects on the Game Over screen off a TLabel but that fell apart once I started testing on multiple resolutions. I ended up switching to a TLayout and putting all of the Game Over objects in there. I had a TFloatAnimation on the Game Over screen but once I moved to the TLayout for multiple resolutions it no longer functioned how I had built it so I ended up disabling it. Moving the pipes manually seems slow and I would want to see if using a TFloatAnimation on them might be faster. Using TRectangles for the pipe may not have been the best choice for mobile optimization. I think I would try switching it to a TImage for mobile optimization. Some of the graphics (like the background) are included in the application twice because it made for easy visual editing. A simple fix would be to have one graphic and Assign() the other versions of it at runtime. I might also try to use Frames to do this but I’m not sure how they do transparency. Using a visually designed TBitmapAnimation to swap between the images of the flying firemonkey and the ground bar didn’t really work out. I think it is more for a longer transition than 33 ms. I didn’t have a really good and easy way to handle the background on multiple screen sizes without doing a lot of extra lifting. I settled for making a big background image set to center and setting the background form color to the same color as the sky. More testing on multiple resolutions would show how well this worked. I guess the multiresolution functionality in TImage might help with this. I was not able to achieve a really solid outline around text using the glow effect component. I had a plan to set the position of the second window (GameForm) to the same X and Y as the Menu Form (so they would be right above each other on Windows) but I didn’t find an easy way to make that happen. I wanted to have a TStyleBook on the form for each OS and then use an IFDEF to set the premium Diamond style at runtime. This did not work out.
探索FireMonkey的StyleBook皮肤控件的使用(附示例程序)
可以说StyleBook的出现,简直是皮肤控件厂商的噩梦,因为用户可以通过StyleBook快速切换控件样式,而不需要在去购买第三方换肤控件,对于免费并且是官方集成的StyleBook来说,优势不言而喻。因此,以后的皮肤控件除非有自己的特色,例如Raize,提供了很多系统没有的控件,并且有自己的独特的外形风格,否则很难在发展下去。我们很期待有一套类似QQ样的界面控件套件,可以换肤、切换窗口样式颜色、跟换窗口背景图片等。 先来看看StyleBook为我们提供了哪些默认的界面风格,这些界面风格都被安装在: ..\Program Files\Embarcadero\RAD Studio\9.0\Redist\styles\Fmx\ 目录下,如果你要发布你的程序,将这里的你需要用到的.style文件一并复制到你发布软件目录即可。 StyleBook提供的界面风格如下: Windows7.Style RubyGraphite.style MacGraphite.Style MacBlue.Style iOS.Style GoldenGraphite.Style FMX.Platform.Win.style FMX.Platform.Mac.style FMX.Platform.iOS.style dark.style Blend.Style AquaGraphite.style Amakrits.Style Air.Style 虽然并不多,但可以自行设计扩展,而且支持动态切换,使用也相当的简单。
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