author | nemo |
Sat, 08 Oct 2011 00:34:41 -0400 | |
changeset 6097 | db10abae541f |
parent 5994 | 3c578f531cc1 |
child 6247 | 6dfad55fd71c |
permissions | -rw-r--r-- |
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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 startSpinningProgress; cdecl; external; |
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procedure stopSpinningProgress; cdecl; external; |
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procedure saveBeganSynching; cdecl; external; |
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procedure saveFinishedSynching; cdecl; external; |
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procedure setGameRunning(arg: boolean); 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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{$ENDIF} |
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function isPhone: Boolean; inline; |
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procedure performRumble; inline; |
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|
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procedure GameLoading; inline; |
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procedure GameLoaded; inline; |
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procedure AmmoUpdate; // do not inline |
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procedure NewTurnBeginning; inline; |
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procedure SaveBegan; inline; |
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procedure SaveFinished; inline; |
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implementation |
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uses uVariables; |
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// this function is just to determine whether we are running on a limited screen device |
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function isPhone: Boolean; inline; |
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begin |
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{$IFDEF IPHONEOS} |
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exit(isApplePhone()); |
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{$ENDIF} |
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exit(false); |
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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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{$ENDIF} |
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end; |
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end; |
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|
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procedure GameLoading; inline; |
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begin |
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{$IFDEF IPHONEOS} |
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startSpinningProgress(); |
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{$ENDIF} |
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end; |
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|
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procedure GameLoaded; inline; |
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begin |
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{$IFDEF IPHONEOS} |
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stopSpinningProgress(); |
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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 |
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(CurrentTeam^.ExtDriven) or |
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(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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{$ENDIF} |
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end; |
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||
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procedure NewTurnBeginning; inline; |
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begin |
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{$IFDEF IPHONEOS} |
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clearView(); |
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{$ENDIF} |
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AmmoUpdate(); |
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end; |
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procedure SaveBegan; inline; |
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begin |
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{$IFDEF IPHONEOS} |
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saveBeganSynching(); |
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{$ENDIF} |
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end; |
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procedure SaveFinished; inline; |
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begin |
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{$IFDEF IPHONEOS} |
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saveFinishedSynching(); |
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{$ENDIF} |
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end; |
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end. |