FREE AT LAST!!! SDL came around a (mostly) sane way for implementing rotation events, so we can scrap all the workaround code that has been added to workaround it!! Also this allows us to use proper (internal) multitasking handling and can simplify optional settings and other yet unexplored features. Yay!
(*
* 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 startSpinningProgress; cdecl; external;
procedure stopSpinningProgress; cdecl; external;
procedure saveBeganSynching; cdecl; external;
procedure saveFinishedSynching; cdecl; external;
procedure setGameRunning(arg: boolean); cdecl; external;
procedure updateVisualsNewTurn; cdecl; external;
function isApplePhone: Boolean; cdecl; external;
procedure AudioServicesPlaySystemSound(num: LongInt); cdecl; external;
{$ENDIF}
function isPhone: Boolean; inline;
procedure performRumble; inline;
procedure GameLoading; inline;
procedure GameLoaded; inline;
procedure AmmoUpdate; // don't inline
procedure NewTurnBeginning; inline;
procedure SaveBegan; inline;
procedure SaveFinished; inline;
implementation
uses uVariables;
function isPhone: Boolean; inline;
begin
{$IFDEF IPHONEOS}
exit(isApplePhone());
{$ENDIF}
exit(false);
end;
procedure performRumble; inline;
const kSystemSoundID_Vibrate = $00000FFF;
begin
{$IFDEF IPHONEOS}
AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
{$ENDIF}
end;
procedure GameLoading; inline;
begin
{$IFDEF IPHONEOS}
startSpinningProgress();
{$ENDIF}
end;
procedure GameLoaded; inline;
begin
{$IFDEF IPHONEOS}
stopSpinningProgress();
{$ENDIF}
end;
procedure AmmoUpdate; // don't inline
begin
{$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();
{$ENDIF}
AmmoUpdate();
end;
procedure SaveBegan; inline;
begin
{$IFDEF IPHONEOS}
saveBeganSynching();
{$ENDIF}
end;
procedure SaveFinished; inline;
begin
{$IFDEF IPHONEOS}
saveFinishedSynching();
{$ENDIF}
end;
end.