hedgewars/uMobile.pas
author Wolfgang Steffens <WolfgangSteff@gmail.com>
Tue, 10 Jul 2012 16:38:50 +0200
changeset 7377 1aceade403ba
parent 7237 1bbe31e0d707
child 7557 5a28d3cfbf62
permissions -rw-r--r--
Debug commit Added code to replace sprites with a checkerboard pattern in order to identify filtering issues. This version only renders DrawSprite()'s with the checkerboard pattern for debugging purposes cleaned up some unneeded stuff

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

{$INCLUDE "options.inc"}

(*
 * This unit contains a lot of useful functions when hw is running on mobile
 * Unlike HwLibrary when you declare functions that you will call from your code,
 * here you need to provide functions that Pascall code will call.
 *)

unit uMobile;
interface

function  isPhone: Boolean; inline;
function  getScreenDPI: Single; inline;
procedure performRumble; inline;

procedure GameLoading; inline;
procedure GameLoaded; inline;
procedure SaveLoadingEnded; inline;

implementation
uses uVariables, uConsole;

// add here any external call that you need
{$IFDEF IPHONEOS}
(*  iOS calls written in ObjcExports.m  *)
procedure startLoadingIndicator; cdecl; external;
procedure stopLoadingIndicator; cdecl; external;
procedure saveFinishedSynching; cdecl; external;
function  isApplePhone: Boolean; cdecl; external;
procedure AudioServicesPlaySystemSound(num: LongInt); cdecl; external;
{$ENDIF}

{$IFDEF ANDROID}
function Android_JNI_getDensity(): Single; cdecl; external;
{$ENDIF}

// this function is just to determine whether we are running on a limited screen device
function isPhone: Boolean; inline;
begin
    isPhone:= false;
{$IFDEF IPHONEOS}
    isPhone:= isApplePhone();
{$ENDIF}
{$IFDEF ANDROID}
    //nasty nasty hack. TODO: implement callback to java to have a unified way of determining if it is a tablet
    if (cScreenWidth < 1000) and (cScreenHeight < 500) then
        isPhone:= true;
{$ENDIF}
end;

function getScreenDPI: Single; inline;
begin
{$IFDEF ANDROID}
    getScreenDPI:= Android_JNI_getDensity();
{$ELSE}
    getScreenDPI:= 1;
{$ENDIF}
end;

// this function should make the device vibrate in some way
procedure PerformRumble; inline;
{$IFDEF IPHONEOS}const kSystemSoundID_Vibrate = $00000FFF;{$ENDIF}
begin
    // do not vibrate while synchronising a demo/save
    if not fastUntilLag then
    begin
{$IFDEF IPHONEOS}
        AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
{$ENDIF}
    end;
end;

procedure GameLoading; inline;
begin
{$IFDEF IPHONEOS}
    startLoadingIndicator();
{$ENDIF}
end;

procedure GameLoaded; inline;
begin
{$IFDEF IPHONEOS}
    stopLoadingIndicator();
{$ENDIF}
end;

procedure SaveLoadingEnded; inline;
begin
{$IFDEF IPHONEOS}
    saveFinishedSynching();
{$ENDIF}
end;


end.