hedgewars/uMobile.pas
author Xeli
Fri, 16 Sep 2011 20:39:14 +0200
branchhedgeroid
changeset 5938 c186c454779d
parent 5180 a881cd3d3163
child 5994 3c578f531cc1
permissions -rw-r--r--
isOnCurrentHog and isOnCrosshair now look at the distance relative to the screen rather than world coords, this means that zooming out doesn't make it harder to touch the hog or crosshair
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 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 startSpinningProgress; cdecl; external;
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procedure stopSpinningProgress; cdecl; external;
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procedure saveBeganSynching; cdecl; external;
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procedure saveFinishedSynching; cdecl; external;
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procedure setGameRunning(arg: boolean); cdecl; external;
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procedure updateVisualsNewTurn; cdecl; external;
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function  isApplePhone: Boolean; cdecl; external;
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procedure AudioServicesPlaySystemSound(num: LongInt); cdecl; external;
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{$ENDIF}
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function  isPhone: Boolean; inline;
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procedure performRumble; inline;
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procedure GameLoading; inline;
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procedure GameLoaded; inline;
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procedure AmmoUpdate; // don't inline
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procedure NewTurnBeginning; inline;
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procedure SaveBegan; inline;
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procedure SaveFinished; inline;
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implementation
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uses uVariables;
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function isPhone: Boolean; inline;
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begin
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{$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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procedure performRumble; inline;
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const kSystemSoundID_Vibrate = $00000FFF;
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begin
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{$IFDEF IPHONEOS}
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    AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
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{$ENDIF}
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end;
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procedure GameLoading; inline;
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begin
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{$IFDEF IPHONEOS}
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    startSpinningProgress();
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{$ENDIF}
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end;
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procedure GameLoaded; inline;
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begin
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{$IFDEF IPHONEOS}
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    stopSpinningProgress();
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{$ENDIF}
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end;
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procedure AmmoUpdate; // don't inline
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begin
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{$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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{$ENDIF}
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end;
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procedure NewTurnBeginning; inline;
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begin
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{$IFDEF IPHONEOS}
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    clearView();
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{$ENDIF}
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    AmmoUpdate();
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end;
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procedure SaveBegan; inline;
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begin
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{$IFDEF IPHONEOS}
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    saveBeganSynching();
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{$ENDIF}
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end;
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procedure SaveFinished; inline;
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begin
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{$IFDEF IPHONEOS}
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    saveFinishedSynching();
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{$ENDIF}
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end;
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end.