add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2008 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 startSpinning; cdecl; external;
procedure stopSpinning; cdecl; external;
procedure replayBegan; cdecl; external;
procedure replayFinished; cdecl; external;
procedure updateVisualsNewTurn; cdecl; external;
function isApplePhone: Boolean; cdecl; external;
function isAppleDeviceMuted: Boolean; cdecl; external;
procedure AudioServicesPlaySystemSound(num: LongInt); cdecl; external;
{$ENDIF}
function isPhone: Boolean; inline;
function isDeviceMute: Boolean; inline;
procedure performRumble; inline;
procedure perfExt_AddProgress; inline;
procedure perfExt_FinishProgress; inline;
procedure perfExt_AmmoUpdate; // don't inline
procedure perfExt_NewTurnBeginning; inline;
procedure perfExt_SaveBeganSynching; inline;
procedure perfExt_SaveFinishedSynching; inline;
implementation
uses uVariables;
function isPhone: Boolean; inline;
begin
{$IFDEF IPHONEOS}
exit(isApplePhone());
{$ENDIF}
exit(false);
end;
function isDeviceMute: Boolean; inline;
begin
{$IFDEF IPHONEOS}
// exit(isAppleDeviceMuted());
{$ENDIF}
exit(false);
end;
procedure performRumble; inline;
begin
{$IFDEF IPHONEOS}
// kSystemSoundID_Vibrate = $00000FFF
AudioServicesPlaySystemSound($00000FFF);
{$ENDIF}
end;
procedure perfExt_AddProgress; inline;
begin
{$IFDEF IPHONEOS}
startSpinning();
{$ENDIF}
end;
procedure perfExt_FinishProgress; inline;
begin
{$IFDEF IPHONEOS}
stopSpinning();
{$ENDIF}
end;
procedure perfExt_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 perfExt_NewTurnBeginning; inline;
begin
{$IFDEF IPHONEOS}
clearView();
perfExt_AmmoUpdate();
{$ENDIF}
end;
procedure perfExt_SaveBeganSynching; inline;
begin
{$IFDEF IPHONEOS}
replayBegan();
{$ENDIF}
end;
procedure perfExt_SaveFinishedSynching; inline;
begin
{$IFDEF IPHONEOS}
replayFinished();
{$ENDIF}
end;
end.