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.
17 lines
677 B
C
17 lines
677 B
C
#ifndef FACTORIO_MAP_HEADER_BRIDGE_H
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#define FACTORIO_MAP_HEADER_BRIDGE_H
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#include "version_bridge.h"
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/* Three serialized MapTick fields; their individual meanings are not recovered. */
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typedef struct {
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FactorioMapVersion version;
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uint64_t tick_fields[3];
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} FactorioMapHeader;
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/* Input starts at the constructor's stream position, NOT at the ZIP or map start.
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* 0 success, 1 short stream, 2 invalid argument/address, 3 execution budget.
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* Only success modifies out. This is not a complete save/world parser. */
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int factorio_map_header_parse(const uint8_t *payload, size_t length,
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FactorioMapVersion version, FactorioMapHeader *out);
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#endif
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