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.
15 lines
625 B
C
15 lines
625 B
C
#ifndef FACTORIO_DESERIALISER_BRIDGE_H
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#define FACTORIO_DESERIALISER_BRIDGE_H
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#include "version_bridge.h"
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typedef struct {
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FactorioMapVersion version;
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unsigned allocations, reads, target_capacity;
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uint64_t heap_bytes, stream_cursor;
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int owns_target;
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} FactorioDeserialiserProbe;
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/* Initialize a fresh original deserializer from a nine-byte version prefix.
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* 0 success; 1 short input; 2 invalid; 5 heap exhaustion; 6 unsupported service;
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* 7 original version-error branch. No output commits on failure. */
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int factorio_deserialiser_probe(const uint8_t *prefix, size_t length, FactorioDeserialiserProbe *out);
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#endif
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