Native iPhone port of Factorio 2.0.77

Run the original macOS ARM64 game code on iOS:
- tools/retarget.py: header-only Mach-O retargeting to an iOS dylib
- platform/native: UIKit host and macOS API shims (AppKit for SDL's
  Cocoa backend, CoreGraphics displays, CoreAudio device, Metal device
  properties, Wuffs PNG decoding, Steam and peripheral stubs)
- touch, overlay, iOS keyboard and hardware keyboard input
- tools/build_native.py: build, sign, install, data copy, launch
- docs: build guide, controls, architecture

Also includes the earlier static-translation research (ARM64 -> WASM ->
native) under docs/research, runtime/, tests/ and tools/.

No game files are included; the build reads them from a local install.
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SashaGoncharov19 committed 2026-10-23 15:27:58 +04:00
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#ifndef FACTORIO_MAP_HEADER_BRIDGE_H
#define FACTORIO_MAP_HEADER_BRIDGE_H
#include "version_bridge.h"
/* Three serialized MapTick fields; their individual meanings are not recovered. */
typedef struct {
FactorioMapVersion version;
uint64_t tick_fields[3];
} FactorioMapHeader;
/* Input starts at the constructor's stream position, NOT at the ZIP or map start.
* 0 success, 1 short stream, 2 invalid argument/address, 3 execution budget.
* Only success modifies out. This is not a complete save/world parser. */
int factorio_map_header_parse(const uint8_t *payload, size_t length,
FactorioMapVersion version, FactorioMapHeader *out);
#endif