hedgewars/uMobile.pas
author Mitchell Kember <mk12360@gmail.com>
Thu, 29 Nov 2012 19:44:18 -0500
changeset 8144 f3ba33d5d2b1
parent 7557 5a28d3cfbf62
child 8026 4a4f21070479
permissions -rw-r--r--
Google Code-in: Hide "video record" keybind option Removes the recording keybinding option using preprocessor conditions when it is unavailable. This includes when Hedgewars is being built either with the recording feature explicitly disabled or when FFMPEG/LibAV were not found. https://google-melange.appspot.com/gci/task/view/google/gci2012/7948213

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2012 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"}

(*
 * This unit contains a lot of useful functions when hw is running on mobile
 * Unlike HwLibrary when you declare functions that you will call from your code,
 * here you need to provide functions that Pascall code will call.
 *)

unit uMobile;
interface

function  isPhone: Boolean; inline;
function  getScreenDPI: Double; inline;
procedure performRumble; inline;

procedure GameLoading; inline;
procedure GameLoaded; inline;
procedure SaveLoadingEnded; inline;

implementation
uses uVariables, uConsole, SDLh;

// add here any external call that you need
{$IFDEF IPHONEOS}
(*  iOS calls written in ObjcExports.m  *)
procedure startLoadingIndicator; cdecl; external;
procedure stopLoadingIndicator; cdecl; external;
procedure saveFinishedSynching; cdecl; external;
function  isApplePhone: Boolean; cdecl; external;
procedure AudioServicesPlaySystemSound(num: LongInt); cdecl; external;
{$ENDIF}

// this function is just to determine whether we are running on a limited screen device
function isPhone: Boolean; inline;
begin
    isPhone:= false;
{$IFDEF IPHONEOS}
    isPhone:= isApplePhone();
{$ENDIF}
{$IFDEF ANDROID}
    //nasty nasty hack. TODO: implement callback to java to have a unified way of determining if it is a tablet
    if (cScreenWidth < 1000) and (cScreenHeight < 500) then
        isPhone:= true;
{$ENDIF}
end;

function getScreenDPI: Double; inline;
begin
{$IFDEF ANDROID}
//    getScreenDPI:= Android_JNI_getDensity();
    getScreenDPI:= 1;
{$ELSE}
    getScreenDPI:= 1;
{$ENDIF}
end;

// this function should make the device vibrate in some way
procedure PerformRumble; inline;
{$IFDEF IPHONEOS}const kSystemSoundID_Vibrate = $00000FFF;{$ENDIF}
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 SaveLoadingEnded; inline;
begin
{$IFDEF IPHONEOS}
    saveFinishedSynching();
{$ENDIF}
end;


end.