hedgewars/uMobile.pas
author nemo
Sun, 26 Dec 2010 00:28:23 -0500
changeset 4686 3682db294dae
parent 4507 0f9b86942c19
child 4861 91f889289a47
permissions -rw-r--r--
remove all screwing about with uLandGraphics - have not found a way to properly handle LandBackTex through despeckling or fill checks that does not result in ugly fire damage or wiped out landbacktex. Would rather some snowflakes lines than that.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2008 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uMobile;
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interface
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{$IFDEF IPHONEOS}
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(*  iOS calls written in ObjcExports.m  *)
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procedure clearView; cdecl; external;
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procedure startSpinning; cdecl; external;
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procedure stopSpinning; cdecl; external;
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procedure replayBegan; cdecl; external;
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procedure replayFinished; cdecl; external;
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procedure updateVisualsNewTurn; cdecl; external;
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function  isApplePhone: Boolean; cdecl; external;
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function  isAppleDeviceMuted: Boolean; cdecl; external;
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procedure AudioServicesPlaySystemSound(num: LongInt); cdecl; external;
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{$ENDIF}
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function  isPhone: Boolean; inline;
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function  isDeviceMute: Boolean; inline;
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procedure performRumble; inline;
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procedure perfExt_AddProgress; inline;
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procedure perfExt_FinishProgress; inline;
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procedure perfExt_AmmoUpdate; // don't inline
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procedure perfExt_NewTurnBeginning; inline;
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procedure perfExt_SaveBeganSynching; inline;
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procedure perfExt_SaveFinishedSynching; inline;
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implementation
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uses uVariables;
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function isPhone: Boolean; inline;
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begin
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{$IFDEF IPHONEOS}
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    exit(isApplePhone());
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{$ENDIF}
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    exit(false);
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end;
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function isDeviceMute: Boolean; inline;
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begin
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{$IFDEF IPHONEOS}
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//    exit(isAppleDeviceMuted());
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{$ENDIF}
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    exit(false);
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end;
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procedure performRumble; inline;
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begin
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{$IFDEF IPHONEOS}
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    // kSystemSoundID_Vibrate = $00000FFF
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    AudioServicesPlaySystemSound($00000FFF);
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{$ENDIF}
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end;
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procedure perfExt_AddProgress; inline;
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begin
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{$IFDEF IPHONEOS}
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    startSpinning();
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{$ENDIF}
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end;
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procedure perfExt_FinishProgress; inline;
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begin
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{$IFDEF IPHONEOS}
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    stopSpinning();
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{$ENDIF}
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end;
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procedure perfExt_AmmoUpdate; // don't inline
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begin
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{$IFDEF IPHONEOS}
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    if (CurrentTeam = nil) or
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       (CurrentTeam^.ExtDriven) or
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       (CurrentTeam^.Hedgehogs[0].BotLevel <> 0) then
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        exit(); // the other way around throws a compiler error
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    updateVisualsNewTurn();
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{$ENDIF}
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end;
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procedure perfExt_NewTurnBeginning; inline;
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begin
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{$IFDEF IPHONEOS}
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    clearView();
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    perfExt_AmmoUpdate();
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{$ENDIF}
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end;
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procedure perfExt_SaveBeganSynching; inline;
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begin
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{$IFDEF IPHONEOS}
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    replayBegan();
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{$ENDIF}
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end;
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procedure perfExt_SaveFinishedSynching; inline;
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begin
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{$IFDEF IPHONEOS}
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    replayFinished();
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{$ENDIF}
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end;
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end.