hedgewars/uMobile.pas
author koda
Sun, 29 Jan 2012 18:52:01 +0100
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child 6624 e049b5bb0ad1
permissions -rw-r--r--
disabling the discovery of SDL13+ on desktop. SDL13 has become SDL2 with a completely different ABI and will require a new FindSDL2 module for Cmake to be found; for current sdl development installations, hedgewars will either use the compatibility layer (present in sdl1.3 but not in sdl2) or just fail to build (in case sdl2 is installed but sdl1.2.* is not). whew
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uMobile;
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interface
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{$IFDEF IPHONEOS}
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(*  iOS calls written in ObjcExports.m  *)
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procedure clearView; cdecl; external;
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procedure startLoadingIndicator; cdecl; external;
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procedure stopLoadingIndicator; cdecl; external;
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procedure saveFinishedSynching; cdecl; external;
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procedure updateVisualsNewTurn; cdecl; external;
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function  isApplePhone: Boolean; cdecl; external;
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procedure AudioServicesPlaySystemSound(num: LongInt); cdecl; external;
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{$ENDIF}
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function  isPhone: Boolean; inline;
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procedure performRumble; inline;
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procedure GameLoading; inline;
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procedure GameLoaded; inline;
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procedure AmmoUpdate; // do not inline
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procedure NewTurnBeginning; inline;
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procedure SaveLoadingEnded; inline;
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implementation
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uses uVariables, uConsole;
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// this function is just to determine whether we are running on a limited screen device
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function isPhone: Boolean; inline;
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begin
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{$IFDEF IPHONEOS}
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    exit(isApplePhone());
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{$ENDIF}
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{$IFDEF ANDROID}
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    //nasty nasty hack. TODO: implement callback to java to have a unified way of determining if it is a tablet
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    if (cScreenWidth < 1000) and (cScreenHeight < 500) then
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    begin
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        exit(true);
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    end
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    else exit(false);
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{$ELSE}
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    exit(false);
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{$ENDIF}
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end;
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// this function should make the device vibrate in some way
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procedure performRumble; inline;
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const kSystemSoundID_Vibrate = $00000FFF;
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begin
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    // do not vibrate while synchronising a demo/save
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    if not fastUntilLag then
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        begin
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{$IFDEF IPHONEOS}
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        AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
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{$ENDIF}
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        end;
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end;
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procedure GameLoading; inline;
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begin
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{$IFDEF IPHONEOS}
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    startLoadingIndicator();
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{$ENDIF}
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end;
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procedure GameLoaded; inline;
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begin
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{$IFDEF IPHONEOS}
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    stopLoadingIndicator();
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{$ENDIF}
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end;
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procedure AmmoUpdate; // do not inline
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begin
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{$IFDEF IPHONEOS}
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    if (CurrentTeam = nil) or (CurrentTeam^.ExtDriven) or (CurrentTeam^.Hedgehogs[0].BotLevel <> 0) then
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        exit(); // the other way around throws a compiler error
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    updateVisualsNewTurn();
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{$ENDIF}
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end;
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procedure NewTurnBeginning; inline;
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begin
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{$IFDEF IPHONEOS}
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    clearView();
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{$ENDIF}
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    AmmoUpdate();
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end;
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procedure SaveLoadingEnded; inline;
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begin
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{$IFDEF IPHONEOS}
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    saveFinishedSynching();
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{$ENDIF}
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end;
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end.