hedgewars/uMobile.pas
author unc0rr
Wed, 25 Jul 2012 16:24:30 +0400
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parent 7237 1bbe31e0d707
child 7557 5a28d3cfbf62
permissions -rw-r--r--
- Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases) - More branching in walk algorythm which allows for better coverage of reachable places. Sometimes makes AI perform ridiculous jumping just to make a tiny step. - Small fixes/adjustments
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 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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{$INCLUDE "options.inc"}
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(*
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 * This unit contains a lot of useful functions when hw is running on mobile
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 * Unlike HwLibrary when you declare functions that you will call from your code,
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 * here you need to provide functions that Pascall code will call.
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 *)
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unit uMobile;
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interface
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function  isPhone: Boolean; inline;
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function  getScreenDPI: Single; inline;
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procedure performRumble; inline;
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procedure GameLoading; inline;
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procedure GameLoaded; inline;
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procedure SaveLoadingEnded; inline;
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implementation
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uses uVariables, uConsole;
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// add here any external call that you need
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{$IFDEF IPHONEOS}
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(*  iOS calls written in ObjcExports.m  *)
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procedure startLoadingIndicator; cdecl; external;
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procedure stopLoadingIndicator; cdecl; external;
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procedure saveFinishedSynching; 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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{$ENDIF}
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{$IFDEF ANDROID}
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function Android_JNI_getDensity(): Single; cdecl; external;
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{$ENDIF}
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// this function is just to determine whether we are running on a limited screen device
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function isPhone: Boolean; inline;
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begin
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    isPhone:= false;
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{$IFDEF IPHONEOS}
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    isPhone:= isApplePhone();
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{$ENDIF}
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{$IFDEF ANDROID}
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    //nasty nasty hack. TODO: implement callback to java to have a unified way of determining if it is a tablet
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    if (cScreenWidth < 1000) and (cScreenHeight < 500) then
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        isPhone:= true;
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{$ENDIF}
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end;
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function getScreenDPI: Single; inline;
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begin
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{$IFDEF ANDROID}
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    getScreenDPI:= Android_JNI_getDensity();
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{$ELSE}
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    getScreenDPI:= 1;
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{$ENDIF}
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end;
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// this function should make the device vibrate in some way
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procedure PerformRumble; inline;
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{$IFDEF IPHONEOS}const kSystemSoundID_Vibrate = $00000FFF;{$ENDIF}
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begin
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    // do not vibrate while synchronising a demo/save
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    if not fastUntilLag then
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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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end;
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procedure GameLoading; inline;
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begin
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{$IFDEF IPHONEOS}
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    startLoadingIndicator();
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{$ENDIF}
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end;
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procedure GameLoaded; inline;
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begin
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{$IFDEF IPHONEOS}
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    stopLoadingIndicator();
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{$ENDIF}
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end;
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procedure SaveLoadingEnded; 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.