hedgewars/uMobile.pas
author Xeli
Sat, 04 Feb 2012 16:22:46 +0100
changeset 6622 01889d5bc79b
parent 6601 5965e2927b3d
child 6624 e049b5bb0ad1
permissions -rw-r--r--
Rewrote the Ammomenu: Added landscape ammomenu At the moment MOBILE indicates landscape, but we could just as easily make a variable out of it Draw to texture once uVariables.AmmoMenuInvalidated indicates a new ammo menu needs to be drawn, see uTeams and uAmmos Slot/Cellsize is dependent on uConsts.AMSlotSize this should make it easier to scale the ammo menu on smaller screens AmmoRect AmmoRect indicates where and how big the ammo menu is, this makes positioning a bit easier imo, because you only need to change the position at one single point needs testing on the iphone (and other systems as well ofcourse..)

(*
 * 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, uConsole;

// 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}
{$IFDEF ANDROID}
    //nasty nasty hack. TODO: implement callback to java to have a unified way of determining if it is a tablet
    if (cScreenWidth < 1000) and (cScreenHeight < 500) then
    begin
        exit(true);
    end
    else exit(false);
{$ELSE}
    exit(false);
{$ENDIF}
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.