remove unused ios code
authorkoda
Sat, 19 Feb 2011 01:38:40 +0100
changeset 4948 c3dc41ae68fa
parent 4947 cfac6aab84a0
child 4949 cbc60ccc1f1a
remove unused ios code
hedgewars/uMobile.pas
hedgewars/uSound.pas
project_files/HedgewarsMobile/Classes/ObjcExports.m
--- a/hedgewars/uMobile.pas	Sat Feb 19 01:01:03 2011 +0100
+++ b/hedgewars/uMobile.pas	Sat Feb 19 01:38:40 2011 +0100
@@ -31,11 +31,9 @@
 procedure setGameRunning(arg: boolean); cdecl; external;
 procedure updateVisualsNewTurn; cdecl; external;
 function  isApplePhone: Boolean; cdecl; external;
-function  isAppleDeviceMuted: Boolean; cdecl; external;
 procedure AudioServicesPlaySystemSound(num: LongInt); cdecl; external;
 {$ENDIF}
 function  isPhone: Boolean; inline;
-function  isDeviceMute: Boolean; inline;
 procedure performRumble; inline;
 procedure perfExt_AddProgress; inline;
 procedure perfExt_FinishProgress; inline;
@@ -47,6 +45,8 @@
 implementation
 uses uVariables;
 
+const kSystemSoundID_Vibrate = $00000FFF;
+
 function isPhone: Boolean; inline;
 begin
 {$IFDEF IPHONEOS}
@@ -55,19 +55,10 @@
     exit(false);
 end;
 
-function isDeviceMute: Boolean; inline;
-begin
-{$IFDEF IPHONEOS}
-//    exit(isAppleDeviceMuted());
-{$ENDIF}
-    exit(false);
-end;
-
 procedure performRumble; inline;
 begin
 {$IFDEF IPHONEOS}
-    // kSystemSoundID_Vibrate = $00000FFF
-    AudioServicesPlaySystemSound($00000FFF);
+    AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
 {$ENDIF}
 end;
 
--- a/hedgewars/uSound.pas	Sat Feb 19 01:01:03 2011 +0100
+++ b/hedgewars/uSound.pas	Sat Feb 19 01:38:40 2011 +0100
@@ -47,7 +47,7 @@
 
 
 implementation
-uses uVariables, uConsole, uUtils, uCommands, uDebug, uMobile;
+uses uVariables, uConsole, uUtils, uCommands, uDebug;
 
 const chanTPU = 32;
 var Volume: LongInt;
@@ -180,7 +180,7 @@
 procedure PlaySound(snd: TSound; voicepack: PVoicepack; keepPlaying: boolean);
 var s:shortstring;
 begin
-    if (not isSoundEnabled) or fastUntilLag or isDeviceMute() then
+    if (not isSoundEnabled) or fastUntilLag then
         exit;
 
     if keepPlaying and (lastChan[snd] <> -1) and (Mix_Playing(lastChan[snd]) <> 0) then
@@ -222,7 +222,7 @@
 function LoopSound(snd: TSound; voicepack: PVoicepack): LongInt;
 var s: shortstring;
 begin
-    if (not isSoundEnabled) or fastUntilLag or isDeviceMute() then
+    if (not isSoundEnabled) or fastUntilLag then
     begin
         LoopSound:= -1;
         exit
--- a/project_files/HedgewarsMobile/Classes/ObjcExports.m	Sat Feb 19 01:01:03 2011 +0100
+++ b/project_files/HedgewarsMobile/Classes/ObjcExports.m	Sat Feb 19 01:38:40 2011 +0100
@@ -154,38 +154,3 @@
 void updateVisualsNewTurn(void) {
     [amvc_instance updateAmmoVisuals];
 }
-
-/*
-// http://stackoverflow.com/questions/287543/how-to-programatically-sense-the-iphone-mute-switch
-BOOL isAppleDeviceMuted(void) {
-    if (!gAudioSessionInited) {
-        AudioSessionInterruptionListener inInterruptionListener = NULL;
-        OSStatus error;
-        if ((error = AudioSessionInitialize(NULL, NULL, inInterruptionListener, NULL)))
-            DLog(@"*** Error *** error in AudioSessionInitialize: %d", error);
-        else
-            gAudioSessionInited = YES;
-    }
-    UInt32 propertySize = sizeof(CFStringRef);
-    BOOL muteResult = NO;
-
-    // this checks if there is volume
-    Float32 volume;
-    OSStatus n = AudioSessionGetProperty(kAudioSessionProperty_CurrentHardwareOutputVolume, &propertySize, &volume);
-    if (n != 0)
-        DLog( @"AudioSessionGetProperty 'volume': %d", n );
-    BOOL volumeResult = (volume == 0.0f);
-    
-    // this checks if the device is muted
-    CFStringRef state;
-    n = AudioSessionGetProperty(kAudioSessionProperty_AudioRoute, &propertySize, &state);
-    if (n != 0)
-        DLog( @"AudioSessionGetProperty 'audioRoute': %d", n );
-    else {
-        NSString *result = (NSString *)state;
-        muteResult = ([result length] == 0);
-        releaseAndNil(result);
-    }
-    return volumeResult || muteResult;
-}
-*/