--- a/hedgewars/uWorld.pas Thu Jun 23 16:26:03 2011 +0200
+++ b/hedgewars/uWorld.pas Thu Jun 23 16:29:46 2011 +0200
@@ -180,7 +180,7 @@
WorldDx:= - (LAND_WIDTH div 2) + cScreenWidth div 2;
WorldDy:= - (LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
AMSlotSize:= 33;
-{$IFDEF IPHONEOS}
+{$IFDEF MOBILE}
AMxOffset:= 10;
AMyOffset:= 10 + 123; // moved downwards
AMWidth:= (cMaxSlotAmmoIndex + 1) * AMSlotSize + AMxOffset;
@@ -245,7 +245,7 @@
SlotsNum:= 0;
x:= (cScreenWidth shr 1) - AMWidth + AMxShift;
-{$IFDEF IPHONEOS}
+{$IFDEF MOBILE}
Slot:= cMaxSlotIndex;
x:= x - cOffsetY;
y:= AMyOffset;
@@ -369,7 +369,7 @@
RenderWeaponTooltip(amSel)
end;
-{$IFDEF IPHONEOS}
+{$IFDEF MOBILE}
DrawTexture(cScreenWidth div 2 - (AMWidth - 10) + AMxShift, AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
@@ -393,7 +393,7 @@
else
FreeWeaponTooltip;
if (WeaponTooltipTex <> nil) and (AMxShift = 0) then
-{$IFDEF IPHONEOS}
+{$IFDEF MOBILE}
ShowWeaponTooltip(x - WeaponTooltipTex^.w - 3, AMyOffset - 1);
{$ELSE}
ShowWeaponTooltip(x - WeaponTooltipTex^.w - 3, Min(y + 1, cScreenHeight - WeaponTooltipTex^.h - 40));
@@ -877,7 +877,7 @@
SetScale(cDefaultZoomLevel);
// Turn time
-{$IFDEF IPHONEOS}
+{$IFDEF MOBILE}
offsetX:= cScreenHeight - 13;
{$ELSE}
offsetX:= 48;
@@ -966,7 +966,7 @@
if isInLag then DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12);
// Wind bar
-{$IFDEF IPHONEOS}
+{$IFDEF MOBILE}
offsetX:= cScreenHeight - 13;
offsetY:= (cScreenWidth shr 1) + 74;
{$ELSE}
@@ -1018,7 +1018,7 @@
end;
// fps
-{$IFDEF IPHONEOS}
+{$IFDEF MOBILE}
offsetX:= 8;
{$ELSE}
offsetX:= 10;
@@ -1159,7 +1159,7 @@
var EdgesDist, wdy, shs: LongInt;
PrevSentPointTime: LongWord = 0;
begin
-{$IFNDEF IPHONEOS}
+{$IFNDEF IPHONE}
if (not (CurrentTeam^.ExtDriven and isCursorVisible and not bShowAmmoMenu)) and cHasFocus then
uCursor.updatePosition();
{$ENDIF}
@@ -1184,7 +1184,7 @@
if AMxShift < AMWidth then
begin
-{$IFDEF IPHONEOS}
+{$IFDEF IPHONE}
if CursorPoint.X < cScreenWidth div 2 + AMxShift - AMWidth then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMWidth;
if CursorPoint.X > cScreenWidth div 2 + AMxShift - AMxOffset then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMxOffset;
if CursorPoint.Y < cScreenHeight - AMyOffset - SlotsNum * AMSlotSize then CursorPoint.Y:= cScreenHeight - AMyOffset - SlotsNum * AMSlotSize;