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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// Builds the 1024x1024 iOS app icon from the game's own 128 px icon (read from the local install).
// The gear is scaled with high-quality interpolation onto an opaque dark background
// (iOS app icons must be opaque).
// Usage: make_icon SOURCE_PNG OUTPUT_PNG
#import <Foundation/Foundation.h>
#import <CoreGraphics/CoreGraphics.h>
#import <ImageIO/ImageIO.h>
int main(int argc, char **argv) {
@autoreleasepool {
if (argc != 3) { fprintf(stderr, "usage: make_icon SOURCE_PNG OUTPUT_PNG\n"); return 2; }
CGImageSourceRef src = CGImageSourceCreateWithURL((__bridge CFURLRef)[NSURL fileURLWithPath:@(argv[1])], NULL);
CGImageRef gear = src ? CGImageSourceCreateImageAtIndex(src, 0, NULL) : NULL;
if (!gear) { fprintf(stderr, "cannot read %s\n", argv[1]); return 1; }
const size_t size = 1024;
CGColorSpaceRef rgb = CGColorSpaceCreateWithName(kCGColorSpaceSRGB);
CGContextRef ctx = CGBitmapContextCreate(NULL, size, size, 8, 0, rgb, (CGBitmapInfo)kCGImageAlphaNoneSkipLast);
// Dark warm gradient, close to Factorio's menu backdrop.
CGFloat stops[] = {0.20, 0.17, 0.14, 1, 0.07, 0.06, 0.05, 1};
CGGradientRef gradient = CGGradientCreateWithColorComponents(rgb, stops, NULL, 2);
CGContextDrawRadialGradient(ctx, gradient, CGPointMake(size / 2.0, size * 0.55), 0,
CGPointMake(size / 2.0, size / 2.0), size * 0.75, kCGGradientDrawsAfterEndLocation);
CGContextSetInterpolationQuality(ctx, kCGInterpolationHigh);
CGFloat inset = size * 0.12;
CGContextDrawImage(ctx, CGRectMake(inset, inset, size - 2 * inset, size - 2 * inset), gear);
CGImageRef icon = CGBitmapContextCreateImage(ctx);
CGImageDestinationRef dst = CGImageDestinationCreateWithURL((__bridge CFURLRef)[NSURL fileURLWithPath:@(argv[2])],
CFSTR("public.png"), 1, NULL);
CGImageDestinationAddImage(dst, icon, NULL);
BOOL ok = CGImageDestinationFinalize(dst);
CFRelease(dst); CGImageRelease(icon); CGGradientRelease(gradient); CGContextRelease(ctx);
CGColorSpaceRelease(rgb); CGImageRelease(gear); CFRelease(src);
return ok ? 0 : 1;
}
}