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
442 B
C
14 lines
442 B
C
#ifndef FACTORIO_VERSION_BRIDGE_H
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#define FACTORIO_VERSION_BRIDGE_H
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#include <stddef.h>
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#include <stdint.h>
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typedef struct {
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uint16_t major, minor, patch, build;
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uint8_t flag; /* Stored byte; semantics have not yet been recovered. */
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} FactorioMapVersion;
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/* 0=success; 1=short header; 2=invalid memory. Parses only the version header. */
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int factorio_version_parse(const uint8_t *bytes, size_t length, FactorioMapVersion *out);
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#endif
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