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.
14 lines
491 B
C
14 lines
491 B
C
#ifndef FACTORIO_TARGET_BRIDGE_H
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#define FACTORIO_TARGET_BRIDGE_H
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#include <stdint.h>
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typedef struct {
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unsigned allocations, pool_capacity, initialized_targets;
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uint64_t heap_bytes;
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} FactorioTargetProbe;
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/* Executes the original initialization graph in an isolated 1 MiB guest.
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* 0 verified; 5 heap exhausted; 6 unsupported service; other values are errors.
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* Result commits only after complete object-graph validation. */
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int factorio_target_probe(FactorioTargetProbe *out);
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#endif
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