hedgewars/uMobile.pas
author nemo
Fri, 05 Nov 2010 18:56:12 -0400
changeset 4140 1563b216f243
parent 4034 634a8c8682de
child 4359 83ef50815535
child 4362 8dae325dc625
permissions -rw-r--r--
revert attempts to block switching weapon while targetting in infinite attack mode. just getting too messy. probably best to allow any weapon to be targetted, and store the target in the gear and draw it there instead of uworld, but I'm leaving this alone

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2008 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

{$IFDEF IPHONEOS}
(*  iOS calls written in ObjcExports.m  *)
procedure clearView; cdecl; external;
procedure startSpinning; cdecl; external;
procedure stopSpinning; cdecl; external;
procedure replayBegan; cdecl; external;
procedure replayFinished; cdecl; external;
procedure updateVisualsNewTurn; cdecl; external;
function  isApplePhone: Boolean; cdecl; external;
procedure AudioServicesPlaySystemSound(num: LongInt); cdecl; external;
{$ENDIF}
function  isPhone: Boolean; inline;
procedure performRumble; inline;
procedure perfExt_AddProgress; inline;
procedure perfExt_FinishProgress; inline;
procedure perfExt_AmmoUpdate; // don't inline
procedure perfExt_NewTurnBeginning; inline;
procedure perfExt_SaveBeganSynching; inline;
procedure perfExt_SaveFinishedSynching; inline;

implementation
uses uTeams, uConsole;

function isPhone: Boolean; inline;
begin
{$IFDEF IPHONEOS}
    exit(isApplePhone());
{$ENDIF}
    exit(false);
end;

procedure performRumble; inline;
begin
{$IFDEF IPHONEOS}
    // kSystemSoundID_Vibrate = $00000FFF
    AudioServicesPlaySystemSound($00000FFF);
{$ENDIF}
end;

procedure perfExt_AddProgress; inline;
begin
{$IFDEF IPHONEOS}
    startSpinning();
{$ENDIF}
end;

procedure perfExt_FinishProgress; inline;
begin
{$IFDEF IPHONEOS}
    stopSpinning();
{$ENDIF}
end;

procedure perfExt_AmmoUpdate; // don't inline
begin
{$IFDEF IPHONEOS}
    if (CurrentTeam^.ExtDriven) or (CurrentTeam^.Hedgehogs[0].BotLevel <> 0) then
        exit(); // the other way around throws a compiler error
    updateVisualsNewTurn();
{$ENDIF}
end;

procedure perfExt_NewTurnBeginning; inline;
begin
{$IFDEF IPHONEOS}
    clearView();
    perfExt_AmmoUpdate();
{$ENDIF}
end;

procedure perfExt_SaveBeganSynching; inline;
begin
{$IFDEF IPHONEOS}
    replayBegan();
{$ENDIF}
end;

procedure perfExt_SaveFinishedSynching; inline;
begin
{$IFDEF IPHONEOS}
    replayFinished();
{$ENDIF}
end;


end.