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.
19 lines
750 B
C
19 lines
750 B
C
#ifndef FACTORIO_SAVE_LAYOUT_H
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#define FACTORIO_SAVE_LAYOUT_H
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#include "save_header.h"
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#include "map_header_bridge.h"
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/* Bounded host reconstruction of the 2.0.77 base-game scenario envelope.
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* Only empty startup PropertyTree settings are currently supported.
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* This locates MapHeader; it does not initialize a Scenario or load a world. */
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typedef struct {
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FactorioMapHeader header;
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size_t header_offset, next_offset;
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uint32_t mod_count;
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} FactorioSaveLayout;
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int factorio_save_layout_bytes(const uint8_t *prefix, size_t length,
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FactorioSaveLayout *out, size_t *needed);
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int factorio_save_map_header(const char *path, FactorioSaveLayout *out);
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const char *factorio_save_layout_status_string(int status);
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#endif
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