Due to the small values and friction, halve the step in low gravity, instead of the value
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2011 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
*)
{$INCLUDE "options.inc"}
unit uMobile;
interface
{$IFDEF IPHONEOS}
(* iOS calls written in ObjcExports.m *)
procedure clearView; cdecl; external;
procedure startLoadingIndicator; cdecl; external;
procedure stopLoadingIndicator; cdecl; external;
procedure saveFinishedSynching; cdecl; external;
procedure updateVisualsNewTurn; cdecl; external;
function isApplePhone: Boolean; cdecl; external;
procedure AudioServicesPlaySystemSound(num: LongInt); cdecl; external;
{$ENDIF}
function isPhone: Boolean; inline;
procedure performRumble; inline;
procedure GameLoading; inline;
procedure GameLoaded; inline;
procedure AmmoUpdate; // do not inline
procedure NewTurnBeginning; inline;
procedure SaveLoadingEnded; inline;
implementation
uses uVariables;
// this function is just to determine whether we are running on a limited screen device
function isPhone: Boolean; inline;
begin
{$IFDEF IPHONEOS}
exit(isApplePhone());
{$ENDIF}
exit(false);
end;
// this function should make the device vibrate in some way
procedure performRumble; inline;
const kSystemSoundID_Vibrate = $00000FFF;
begin
// do not vibrate while synchronising a demo/save
if not fastUntilLag then
begin
{$IFDEF IPHONEOS}
AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
{$ENDIF}
end;
end;
procedure GameLoading; inline;
begin
{$IFDEF IPHONEOS}
startLoadingIndicator();
{$ENDIF}
end;
procedure GameLoaded; inline;
begin
{$IFDEF IPHONEOS}
stopLoadingIndicator();
{$ENDIF}
end;
procedure AmmoUpdate; // do not inline
begin
{$IFDEF IPHONEOS}
if (CurrentTeam = nil) or
(CurrentTeam^.ExtDriven) or
(CurrentTeam^.Hedgehogs[0].BotLevel <> 0) then
exit(); // the other way around throws a compiler error
updateVisualsNewTurn();
{$ENDIF}
end;
procedure NewTurnBeginning; inline;
begin
{$IFDEF IPHONEOS}
clearView();
{$ENDIF}
AmmoUpdate();
end;
procedure SaveLoadingEnded; inline;
begin
{$IFDEF IPHONEOS}
saveFinishedSynching();
{$ENDIF}
end;
end.