author | nemo |
Sun, 04 Sep 2011 13:36:59 -0400 | |
changeset 5771 | e3a047e84e19 |
parent 4976 | 088d40d8aba2 |
child 5975 | c3a8cab64fcb |
permissions | -rw-r--r-- |
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/* |
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* Hedgewars-iOS, a Hedgewars port for iOS devices |
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* Copyright (c) 2009-2011 Vittorio Giovara <vittorio.giovara@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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* File created on 07/01/2010. |
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*/ |
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#ifndef PASCALIMPORTS |
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#define PASCALIMPORTS |
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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koda
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/* add C declarations below for all exported Pascal functions/procedure |
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* that you want to use |
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*/ |
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void Game(const char *args[]); |
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void GenLandPreview(void); |
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void LoadLocaleWrapper(const char *filename); |
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void HW_versionInfo(int *protoNum, char **versionStr); |
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void HW_click(void); |
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koda
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void HW_ammoMenu(void); |
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koda
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2ba6ac8a114b
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koda
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void HW_zoomSet(float value); |
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void HW_zoomIn(void); |
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void HW_zoomOut(void); |
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void HW_zoomReset(void); |
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2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
3703
diff
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float HW_zoomFactor(void); |
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koda
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int HW_zoomLevel(void); |
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halfway-through finishing the frontend with new graphics by Tiy + initial 'About' page set up
koda
parents:
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diff
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void HW_walkingKeysUp(void); |
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void HW_otherKeysUp(void); |
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void HW_allKeysUp(void); |
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halfway-through finishing the frontend with new graphics by Tiy + initial 'About' page set up
koda
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void HW_walkLeft(void); |
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void HW_walkRight(void); |
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void HW_aimUp(void); |
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void HW_aimDown(void); |
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void HW_preciseSet(BOOL status); |
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koda
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void HW_shoot(void); |
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void HW_jump(void); |
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void HW_backjump(void); |
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koda
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void HW_chat(void); |
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void HW_chatEnd(void); |
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void HW_tab(void); |
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screenshot binding for library (on ios it just plays the sound)
koda
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void HW_screenshot(void); |
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void HW_pause(void); |
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void HW_pauseToggle(void); |
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BOOL HW_isPaused(void); |
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halfway-through finishing the frontend with new graphics by Tiy + initial 'About' page set up
koda
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void *HW_getSDLWindow(void); |
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void HW_terminate(BOOL andCloseFrontend); |
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void HW_suspend(void); |
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void HW_resume(void); |
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koda
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void HW_setCursor(int x, int y); |
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void HW_getCursor(int *x, int *y); |
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tap to play piano notes, fix for audio and pause glitch
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BOOL HW_isAmmoMenuOpen(void); |
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BOOL HW_isAmmoMenuNotAllowed(void); |
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BOOL HW_isWeaponRequiringClick(void); |
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BOOL HW_isWeaponTimerable(void); |
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BOOL HW_isWeaponSwitch(void); |
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koda
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BOOL HW_isWeaponRope(void); |
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void HW_setGrenadeTime(int time); |
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koda
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diff
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void HW_setPianoSound(int snd); |
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void HW_setWeapon(int whichone); |
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BOOL HW_isWeaponAnEffect(int whichone); |
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char *HW_getWeaponNameByIndex(int whichone); |
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add name, caption and description to the new ammomenu
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char *HW_getWeaponCaptionByIndex(int whichone); |
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koda
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char *HW_getWeaponDescriptionByIndex(int whichone); |
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moved some utilities to a separate column with round buttons
koda
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koda
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void HW_getAmmoDelays(unsigned char *pointer); |
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int HW_getAmmoCounts(int *pointer); |
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int HW_getNumberOfWeapons(void); |
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int HW_getTurnsForCurrentTeam(void); |
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int HW_getMaxNumberOfHogs(void); |
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int HW_getMaxNumberOfTeams(void); |
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#ifdef __cplusplus |
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} |
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#endif |
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#endif |