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Delphi GUI Programming with FireMonkey

You're reading from   Delphi GUI Programming with FireMonkey Unleash the full potential of the FMX framework to build exciting cross-platform apps with Embarcadero Delphi

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Product type Paperback
Published in Oct 2020
Publisher Packt
ISBN-13 9781788624176
Length 546 pages
Edition 1st Edition
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Author (1):
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Andrea Magni Andrea Magni
Author Profile Icon Andrea Magni
Andrea Magni
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Table of Contents (18) Chapters Close

Preface 1. Section 1: Delphi GUI Programming Frameworks
2. Introducing the FireMonkey Framework FREE CHAPTER 3. Exploring Similarities and Differences with VCL 4. Section 2: The FMX Framework in Depth
5. Mastering Basic Components 6. Discovering Lists and Advanced Components 7. Using FireDAC in FMX Applications 8. Implementing Data Binding 9. Understanding FMX Style Concept 10. Divide and Conquer with TFrameStand 11. Building Responsive UIs 12. Orchestrating Transitions and Animations 13. Section 3: Pushing to The Top: Advanced Topics
14. Building Responsive Applications 15. Exploring Cross-Platform Services 16. Learning about FMX 3D Capabilities 17. Other Books You May Enjoy

Learning about lights

The TLight class models a light source in the FMX framework. There are three different kinds of lights:

  • Spot
  • Directional
  • Point

You can set the LightType property of a TLight instance to switch the light type for that instance. There are also a number of other details you can set up, including the positioning and orientation of the light source. For some types (that is, Spot) there are additional parameters, such as the spot cut-off angle (SpotCutOff property in degrees) and the light intensity (SpotExponent – the higher the value for this parameter, the more focused the light beam will be), that you can set.

In the following screenshot, you can see what happens when you switch off the light in the last project we discussed (the Viewport demo):

Figure 13.12

However, keep in mind that FMX does not provide a shadow-casting system. Instead, setting lights means defining the lightmap for the scene in order to determine how to render 3D objects...

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