hedgewars/uMobile.pas
author lovelacer
Tue, 17 Jan 2012 09:01:31 -0500
changeset 6580 6155187bf599
parent 6247 6dfad55fd71c
child 6601 5965e2927b3d
permissions -rw-r--r--
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent. Some switch statements (uVisualGears.pas) are not lined up on the : so the internal code blocks are not aligned (lined up on the start of the label instead). Some function contents are indented against begin/end of function, some are not, some function begin/end are themselves indented (adler32). Also inconsistency in things like assigning of variables (whitespace before :=) and use of brackets in tests. Probably needs further review for possible code errors.
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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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 startLoadingIndicator; cdecl; external;
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procedure stopLoadingIndicator; cdecl; external;
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procedure saveFinishedSynching; 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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{$ENDIF}
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function  isPhone: Boolean; inline;
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procedure performRumble; inline;
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procedure GameLoading; inline;
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procedure GameLoaded; inline;
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procedure AmmoUpdate; // do not inline
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procedure NewTurnBeginning; inline;
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procedure SaveLoadingEnded; inline;
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implementation
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uses uVariables;
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// this function is just to determine whether we are running on a limited screen device
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function isPhone: Boolean; inline;
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begin
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{$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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// this function should make the device vibrate in some way
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procedure performRumble; inline;
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const kSystemSoundID_Vibrate = $00000FFF;
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begin
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    // do not vibrate while synchronising a demo/save
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    if not fastUntilLag then
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        begin
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{$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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{$ENDIF}
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end;
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procedure AmmoUpdate; // do not inline
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begin
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{$IFDEF IPHONEOS}
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    if (CurrentTeam = nil) or (CurrentTeam^.ExtDriven) or (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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{$ENDIF}
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    AmmoUpdate();
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end;
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procedure SaveLoadingEnded; inline;
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begin
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{$IFDEF IPHONEOS}
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    saveFinishedSynching();
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{$ENDIF}
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end;
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end.