hedgewars/uMobile.pas
author belphegorr <szabibibi@gmail.com>
Thu, 16 Aug 2012 16:06:24 +0300
changeset 7454 ce7d7138b436
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child 7557 5a28d3cfbf62
permissions -rw-r--r--
Modified final cutscene and fixed a skipping bug
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 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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{$INCLUDE "options.inc"}
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(*
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 * This unit contains a lot of useful functions when hw is running on mobile
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 * Unlike HwLibrary when you declare functions that you will call from your code,
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 * here you need to provide functions that Pascall code will call.
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 *)
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unit uMobile;
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interface
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function  isPhone: Boolean; inline;
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function  getScreenDPI: Single; inline;
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procedure performRumble; inline;
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procedure GameLoading; inline;
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procedure GameLoaded; inline;
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procedure SaveLoadingEnded; inline;
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implementation
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uses uVariables, uConsole;
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// add here any external call that you need
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{$IFDEF IPHONEOS}
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(*  iOS calls written in ObjcExports.m  *)
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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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function  isApplePhone: Boolean; cdecl; external;
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procedure AudioServicesPlaySystemSound(num: LongInt); cdecl; external;
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{$ENDIF}
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{$IFDEF ANDROID}
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function Android_JNI_getDensity(): Single; cdecl; external;
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{$ENDIF}
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// this function is just to determine whether we are running on a limited screen device
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function isPhone: Boolean; inline;
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begin
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    isPhone:= false;
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{$IFDEF IPHONEOS}
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    isPhone:= 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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        isPhone:= true;
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{$ENDIF}
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end;
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function getScreenDPI: Single; inline;
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begin
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{$IFDEF ANDROID}
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    getScreenDPI:= Android_JNI_getDensity();
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{$ELSE}
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    getScreenDPI:= 1;
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{$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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{$IFDEF IPHONEOS}const kSystemSoundID_Vibrate = $00000FFF;{$ENDIF}
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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 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.