Add iOS support (#167)
This commit is contained in:
parent
beb010cd0f
commit
21aec548af
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@ -75,6 +75,51 @@ jobs:
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path: os/android/app/build/outputs/apk/debug/app-debug.apk
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path: os/android/app/build/outputs/apk/debug/app-debug.apk
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retention-days: 7
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retention-days: 7
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ios:
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name: iOS
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runs-on: macos-11
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steps:
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- name: Clone
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uses: actions/checkout@v3
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- name: Cache cmake build
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uses: actions/cache@v3
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with:
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path: build
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key: ios-cmake-v1
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- name: Configure
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run: |
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cmake \
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-B build \
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-D CMAKE_BUILD_TYPE=RelWithDebInfo \
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-D CMAKE_TOOLCHAIN_FILE=cmake/toolchain/ios.toolchain.cmake \
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-D ENABLE_BITCODE=0 \
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-D PLATFORM=OS64 \
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# EOL
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- name: Build
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run: |
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cmake \
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--build build \
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-j $(sysctl -n hw.physicalcpu) \
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--target package \
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# EOL
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# TODO: Should be a part of packaging.
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- name: Prepare for uploading
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run: |
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cp build/fallout2-ce.zip build/fallout2-ce.ipa
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- name: Upload
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uses: actions/upload-artifact@v3
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with:
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name: fallout2-ce.ipa
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path: build/fallout2-ce.ipa
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retention-days: 7
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linux:
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linux:
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name: Linux (${{ matrix.arch }})
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name: Linux (${{ matrix.arch }})
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@ -5,9 +5,14 @@ set(CMAKE_POLICY_DEFAULT_CMP0077 NEW)
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set(EXECUTABLE_NAME fallout2-ce)
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set(EXECUTABLE_NAME fallout2-ce)
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if (APPLE)
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if (APPLE)
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if(IOS)
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set(CMAKE_OSX_DEPLOYMENT_TARGET "11" CACHE STRING "")
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set(CMAKE_OSX_ARCHITECTURES "arm64" CACHE STRING "")
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else()
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set(CMAKE_OSX_DEPLOYMENT_TARGET "10.11" CACHE STRING "")
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set(CMAKE_OSX_DEPLOYMENT_TARGET "10.11" CACHE STRING "")
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set(CMAKE_OSX_ARCHITECTURES "x86_64;arm64" CACHE STRING "")
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set(CMAKE_OSX_ARCHITECTURES "x86_64;arm64" CACHE STRING "")
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endif()
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endif()
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endif()
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project(${EXECUTABLE_NAME})
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project(${EXECUTABLE_NAME})
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@ -266,6 +271,13 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
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"src/sfall_config.h"
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"src/sfall_config.h"
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)
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)
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if(IOS)
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target_sources(${EXECUTABLE_NAME} PUBLIC
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"src/platform/ios/paths.h"
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"src/platform/ios/paths.mm"
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)
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endif()
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if(WIN32)
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if(WIN32)
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target_compile_definitions(${EXECUTABLE_NAME} PUBLIC
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target_compile_definitions(${EXECUTABLE_NAME} PUBLIC
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_CRT_SECURE_NO_WARNINGS
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_CRT_SECURE_NO_WARNINGS
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@ -295,7 +307,15 @@ if(APPLE)
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target_sources(${EXECUTABLE_NAME} PUBLIC "os/macos/fallout2-ce.icns")
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target_sources(${EXECUTABLE_NAME} PUBLIC "os/macos/fallout2-ce.icns")
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set_source_files_properties("os/macos/fallout2-ce.icns" PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
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set_source_files_properties("os/macos/fallout2-ce.icns" PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
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if(IOS)
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target_sources(${EXECUTABLE_NAME} PUBLIC "os/ios/LaunchScreen.storyboard")
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set_source_files_properties("os/ios/LaunchScreen.storyboard" PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
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set_target_properties(${EXECUTABLE_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_SOURCE_DIR}/os/ios/Info.plist")
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set_target_properties(${EXECUTABLE_NAME} PROPERTIES XCODE_ATTRIBUTE_TARGETED_DEVICE_FAMILY "1,2")
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else()
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set_target_properties(${EXECUTABLE_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_SOURCE_DIR}/os/macos/Info.plist")
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set_target_properties(${EXECUTABLE_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_SOURCE_DIR}/os/macos/Info.plist")
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endif()
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set(MACOSX_BUNDLE_GUI_IDENTIFIER "com.alexbatalov.fallout2-ce")
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set(MACOSX_BUNDLE_GUI_IDENTIFIER "com.alexbatalov.fallout2-ce")
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set(MACOSX_BUNDLE_BUNDLE_NAME "${EXECUTABLE_NAME}")
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set(MACOSX_BUNDLE_BUNDLE_NAME "${EXECUTABLE_NAME}")
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set(MACOSX_BUNDLE_ICON_FILE "fallout2-ce.icns")
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set(MACOSX_BUNDLE_ICON_FILE "fallout2-ce.icns")
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@ -323,6 +343,13 @@ target_link_libraries(${EXECUTABLE_NAME} ${SDL2_LIBRARIES})
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target_include_directories(${EXECUTABLE_NAME} PRIVATE ${SDL2_INCLUDE_DIRS})
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target_include_directories(${EXECUTABLE_NAME} PRIVATE ${SDL2_INCLUDE_DIRS})
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if(APPLE)
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if(APPLE)
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if(IOS)
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install(TARGETS ${EXECUTABLE_NAME} DESTINATION "Payload")
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set(CPACK_GENERATOR "ZIP")
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set(CPACK_INCLUDE_TOPLEVEL_DIRECTORY OFF)
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set(CPACK_PACKAGE_FILE_NAME "fallout2-ce")
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else()
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install(TARGETS ${EXECUTABLE_NAME} DESTINATION .)
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install(TARGETS ${EXECUTABLE_NAME} DESTINATION .)
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install(CODE "
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install(CODE "
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include(BundleUtilities)
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include(BundleUtilities)
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@ -340,6 +367,7 @@ if(APPLE)
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set(CPACK_GENERATOR "DragNDrop")
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set(CPACK_GENERATOR "DragNDrop")
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set(CPACK_DMG_DISABLE_APPLICATIONS_SYMLINK ON)
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set(CPACK_DMG_DISABLE_APPLICATIONS_SYMLINK ON)
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set(CPACK_PACKAGE_FILE_NAME "fallout2-ce")
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set(CPACK_PACKAGE_FILE_NAME "fallout2-ce")
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endif()
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include(CPack)
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include(CPack)
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endif()
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endif()
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10
README.md
10
README.md
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@ -44,6 +44,16 @@ $ sudo apt install libsdl2-2.0-0
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- When you run the game for the first time it will immediately present file picker. Select the folder from the first step. Wait until this data is copied. A loading dialog will appear, just wait for about 30 seconds. The game will start automatically.
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- When you run the game for the first time it will immediately present file picker. Select the folder from the first step. Wait until this data is copied. A loading dialog will appear, just wait for about 30 seconds. The game will start automatically.
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### iOS
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> **NOTE**: See Android note on controls.
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- Download `fallout2-ce.ipa`. Use sideloading applications ([AltStore](https://altstore.io/) or [Sideloadly](https://sideloadly.io/)) to install it to your device. Alternatively you can always build from source with your own signing certificate.
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- Run the game once. You'll see error message saying "Couldn't find/load text fonts". This step is needed for iOS to expose the game via File Sharing feature.
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- Use Finder (macOS Catalina and later) or iTunes (Windows and macOS Mojave or earlier) to copy `master.dat`, `critter.dat`, `patch000.dat`, and `data` folder to "Fallout 2" app ([how-to](https://support.apple.com/HT210598)).
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## Contributing
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## Contributing
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Integrating Sfall goodies is the top priority. Quality of life updates are OK too. Please no large scale refactorings at this time as we need to reconcile changes from Reference Edition, which will make this process slow and error-prone. In any case open up an issue with your suggestion or to notify other people that something is being worked on.
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Integrating Sfall goodies is the top priority. Quality of life updates are OK too. Please no large scale refactorings at this time as we need to reconcile changes from Reference Edition, which will make this process slow and error-prone. In any case open up an issue with your suggestion or to notify other people that something is being worked on.
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File diff suppressed because it is too large
Load Diff
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@ -0,0 +1,56 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>CFBundleDevelopmentRegion</key>
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<string>en</string>
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<key>CFBundleDisplayName</key>
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<string>${MACOSX_BUNDLE_DISPLAY_NAME}</string>
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<key>CFBundleExecutable</key>
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<string>${MACOSX_BUNDLE_EXECUTABLE_NAME}</string>
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<key>CFBundleIconFile</key>
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<string>${MACOSX_BUNDLE_ICON_FILE}</string>
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<key>CFBundleIdentifier</key>
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<string>${MACOSX_BUNDLE_GUI_IDENTIFIER}</string>
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<key>CFBundleInfoDictionaryVersion</key>
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<string>6.0</string>
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<key>CFBundleName</key>
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<string>${MACOSX_BUNDLE_BUNDLE_NAME}</string>
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<key>CFBundlePackageType</key>
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<string>APPL</string>
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<key>CFBundleShortVersionString</key>
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<string>${MACOSX_BUNDLE_SHORT_VERSION_STRING}</string>
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<key>CFBundleVersion</key>
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<string>${MACOSX_BUNDLE_BUNDLE_VERSION}</string>
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<key>LSApplicationCategoryType</key>
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<string>public.app-category.role-playing-games</string>
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<key>LSMinimumSystemVersion</key>
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<string>11.0</string>
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<key>LSRequiresIPhoneOS</key>
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<true/>
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<key>NSHighResolutionCapable</key>
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<string>True</string>
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<key>UIApplicationSupportsIndirectInputEvents</key>
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<true/>
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<key>UIFileSharingEnabled</key>
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<true/>
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<key>UILaunchStoryboardName</key>
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<string>LaunchScreen</string>
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<key>UIRequiresFullScreen</key>
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<true/>
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<key>UIStatusBarHidden</key>
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<true/>
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<key>UISupportedInterfaceOrientations</key>
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<array>
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<string>UIInterfaceOrientationLandscapeLeft</string>
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<string>UIInterfaceOrientationLandscapeRight</string>
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</array>
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<key>UISupportedInterfaceOrientations~ipad</key>
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<array>
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<string>UIInterfaceOrientationLandscapeLeft</string>
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<string>UIInterfaceOrientationLandscapeRight</string>
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<string>UIInterfaceOrientationPortrait</string>
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<string>UIInterfaceOrientationPortraitUpsideDown</string>
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</array>
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</dict>
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</plist>
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@ -0,0 +1,19 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="21225" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="01J-lp-oVM">
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<scenes>
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<!--View Controller-->
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<scene sceneID="EHf-IW-A2E">
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<objects>
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<viewController id="01J-lp-oVM" sceneMemberID="viewController">
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<view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
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<rect key="frame" x="0.0" y="0.0" width="834" height="1194"/>
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<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
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<viewLayoutGuide key="safeArea" id="Bcu-3y-fUS"/>
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<color key="backgroundColor" white="0.0" alpha="1" colorSpace="custom" customColorSpace="genericGamma22GrayColorSpace"/>
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</view>
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</viewController>
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<placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/>
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</objects>
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</scene>
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</scenes>
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</document>
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#ifndef FALLOUT_PLATFORM_IOS_PATHS_H_
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#define FALLOUT_PLATFORM_IOS_PATHS_H_
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const char* iOSGetDocumentsPath();
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#endif /* FALLOUT_PLATFORM_IOS_PATHS_H_ */
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#include "paths.h"
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#include <Foundation/Foundation.h>
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#include <SDL.h>
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// Modelled after SDL_AndroidGetExternalStoragePath.
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const char* iOSGetDocumentsPath()
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{
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static char* s_iOSDocumentsPath = NULL;
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if (s_iOSDocumentsPath == NULL) {
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@autoreleasepool {
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NSArray* array = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
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if ([array count] > 0) {
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NSString* str = [array objectAtIndex:0];
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const char* base = [str fileSystemRepresentation];
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if (base) {
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const size_t len = SDL_strlen(base) + 2;
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s_iOSDocumentsPath = (char*)SDL_malloc(len);
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if (s_iOSDocumentsPath == NULL) {
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SDL_OutOfMemory();
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} else {
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SDL_snprintf(s_iOSDocumentsPath, len, "%s/", base);
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}
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}
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}
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}
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}
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return s_iOSDocumentsPath;
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}
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@ -236,7 +236,7 @@ int _GNW95_init_window(int width, int height, bool fullscreen)
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return -1;
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return -1;
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}
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}
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Uint32 windowFlags = SDL_WINDOW_OPENGL;
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Uint32 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_ALLOW_HIGHDPI;
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if (fullscreen) {
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if (fullscreen) {
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windowFlags |= SDL_WINDOW_FULLSCREEN;
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windowFlags |= SDL_WINDOW_FULLSCREEN;
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12
src/win32.cc
12
src/win32.cc
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#include "svga.h"
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#include "svga.h"
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#include "window_manager.h"
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#include "window_manager.h"
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#if __APPLE__ && TARGET_OS_IOS
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#include "platform/ios/paths.h"
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#endif
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namespace fallout {
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namespace fallout {
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#ifdef _WIN32
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#ifdef _WIN32
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@ -36,7 +40,13 @@ bool gProgramIsActive = false;
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int main(int argc, char* argv[])
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int main(int argc, char* argv[])
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{
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{
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#if __APPLE__
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#if __APPLE__ && TARGET_OS_IOS
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SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0");
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SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");
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chdir(iOSGetDocumentsPath());
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#endif
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#if __APPLE__ && TARGET_OS_OSX
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char* basePath = SDL_GetBasePath();
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char* basePath = SDL_GetBasePath();
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chdir(basePath);
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chdir(basePath);
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SDL_free(basePath);
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SDL_free(basePath);
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