author | Wolfgang Steffens <WolfgangSteff@gmail.com> |
Mon, 25 Jun 2012 12:02:54 +0200 | |
changeset 7295 | e70b81854fb9 |
parent 7237 | 1bbe31e0d707 |
child 7557 | 5a28d3cfbf62 |
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) 2004-2012 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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{$INCLUDE "options.inc"} |
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(* |
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* This unit contains a lot of useful functions when hw is running on mobile |
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* Unlike HwLibrary when you declare functions that you will call from your code, |
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* here you need to provide functions that Pascall code will call. |
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*) |
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unit uMobile; |
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interface |
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function isPhone: Boolean; inline; |
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function getScreenDPI: Single; inline; |
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procedure performRumble; inline; |
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|
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procedure GameLoading; inline; |
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procedure GameLoaded; inline; |
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procedure SaveLoadingEnded; inline; |
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|
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implementation |
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uses uVariables, uConsole; |
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|
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// add here any external call that you need |
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{$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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{$ENDIF} |
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||
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// this function is just to determine whether we are running on a limited screen device |
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function isPhone: Boolean; inline; |
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begin |
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isPhone:= false; |
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{$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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|
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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. |