missed this one when fixing regular flakes.
issue #444
(*
* 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.