Fixes slot sprite and ammo sprites overlapping left side border. There is still the issue that boxes should be 32px between borders, but right now they are 33px on all but the first row (since the outside border overlaps it by 1px) causing the slot sprite to have 2px of border on the left and 1px of border on the right.
(*
* 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;
function isApplePhone: Boolean; cdecl; external;
procedure AudioServicesPlaySystemSound(num: LongInt); cdecl; external;
{$ENDIF}
function isPhone: Boolean; inline;
procedure performRumble; inline;
procedure GameLoading; inline;
procedure GameLoaded; inline;
procedure NewTurnBeginning; inline;
procedure SaveLoadingEnded; inline;
implementation
uses uVariables, uConsole;
// this function is just to determine whether we are running on a limited screen device
function isPhone: Boolean; inline;
begin
{$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();
{$ENDIF}
end;
procedure NewTurnBeginning; inline;
begin
{$IFDEF IPHONEOS}
clearView();
{$ENDIF}
end;
procedure SaveLoadingEnded; inline;
begin
{$IFDEF IPHONEOS}
saveFinishedSynching();
{$ENDIF}
end;
end.