Add iOS support (#167)

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Alexander Batalov 2022-10-14 11:40:11 +03:00 committed by GitHub
parent beb010cd0f
commit 21aec548af
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10 changed files with 1238 additions and 17 deletions

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@ -75,6 +75,51 @@ jobs:
path: os/android/app/build/outputs/apk/debug/app-debug.apk path: os/android/app/build/outputs/apk/debug/app-debug.apk
retention-days: 7 retention-days: 7
ios:
name: iOS
runs-on: macos-11
steps:
- name: Clone
uses: actions/checkout@v3
- name: Cache cmake build
uses: actions/cache@v3
with:
path: build
key: ios-cmake-v1
- name: Configure
run: |
cmake \
-B build \
-D CMAKE_BUILD_TYPE=RelWithDebInfo \
-D CMAKE_TOOLCHAIN_FILE=cmake/toolchain/ios.toolchain.cmake \
-D ENABLE_BITCODE=0 \
-D PLATFORM=OS64 \
# EOL
- name: Build
run: |
cmake \
--build build \
-j $(sysctl -n hw.physicalcpu) \
--target package \
# EOL
# TODO: Should be a part of packaging.
- name: Prepare for uploading
run: |
cp build/fallout2-ce.zip build/fallout2-ce.ipa
- name: Upload
uses: actions/upload-artifact@v3
with:
name: fallout2-ce.ipa
path: build/fallout2-ce.ipa
retention-days: 7
linux: linux:
name: Linux (${{ matrix.arch }}) name: Linux (${{ matrix.arch }})

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@ -5,9 +5,14 @@ set(CMAKE_POLICY_DEFAULT_CMP0077 NEW)
set(EXECUTABLE_NAME fallout2-ce) set(EXECUTABLE_NAME fallout2-ce)
if (APPLE) if (APPLE)
if(IOS)
set(CMAKE_OSX_DEPLOYMENT_TARGET "11" CACHE STRING "")
set(CMAKE_OSX_ARCHITECTURES "arm64" CACHE STRING "")
else()
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.11" CACHE STRING "") set(CMAKE_OSX_DEPLOYMENT_TARGET "10.11" CACHE STRING "")
set(CMAKE_OSX_ARCHITECTURES "x86_64;arm64" CACHE STRING "") set(CMAKE_OSX_ARCHITECTURES "x86_64;arm64" CACHE STRING "")
endif() endif()
endif()
project(${EXECUTABLE_NAME}) project(${EXECUTABLE_NAME})
@ -266,6 +271,13 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/sfall_config.h" "src/sfall_config.h"
) )
if(IOS)
target_sources(${EXECUTABLE_NAME} PUBLIC
"src/platform/ios/paths.h"
"src/platform/ios/paths.mm"
)
endif()
if(WIN32) if(WIN32)
target_compile_definitions(${EXECUTABLE_NAME} PUBLIC target_compile_definitions(${EXECUTABLE_NAME} PUBLIC
_CRT_SECURE_NO_WARNINGS _CRT_SECURE_NO_WARNINGS
@ -295,7 +307,15 @@ if(APPLE)
target_sources(${EXECUTABLE_NAME} PUBLIC "os/macos/fallout2-ce.icns") target_sources(${EXECUTABLE_NAME} PUBLIC "os/macos/fallout2-ce.icns")
set_source_files_properties("os/macos/fallout2-ce.icns" PROPERTIES MACOSX_PACKAGE_LOCATION "Resources") set_source_files_properties("os/macos/fallout2-ce.icns" PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
if(IOS)
target_sources(${EXECUTABLE_NAME} PUBLIC "os/ios/LaunchScreen.storyboard")
set_source_files_properties("os/ios/LaunchScreen.storyboard" PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
set_target_properties(${EXECUTABLE_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_SOURCE_DIR}/os/ios/Info.plist")
set_target_properties(${EXECUTABLE_NAME} PROPERTIES XCODE_ATTRIBUTE_TARGETED_DEVICE_FAMILY "1,2")
else()
set_target_properties(${EXECUTABLE_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_SOURCE_DIR}/os/macos/Info.plist") set_target_properties(${EXECUTABLE_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_SOURCE_DIR}/os/macos/Info.plist")
endif()
set(MACOSX_BUNDLE_GUI_IDENTIFIER "com.alexbatalov.fallout2-ce") set(MACOSX_BUNDLE_GUI_IDENTIFIER "com.alexbatalov.fallout2-ce")
set(MACOSX_BUNDLE_BUNDLE_NAME "${EXECUTABLE_NAME}") set(MACOSX_BUNDLE_BUNDLE_NAME "${EXECUTABLE_NAME}")
set(MACOSX_BUNDLE_ICON_FILE "fallout2-ce.icns") set(MACOSX_BUNDLE_ICON_FILE "fallout2-ce.icns")
@ -323,6 +343,13 @@ target_link_libraries(${EXECUTABLE_NAME} ${SDL2_LIBRARIES})
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${SDL2_INCLUDE_DIRS}) target_include_directories(${EXECUTABLE_NAME} PRIVATE ${SDL2_INCLUDE_DIRS})
if(APPLE) if(APPLE)
if(IOS)
install(TARGETS ${EXECUTABLE_NAME} DESTINATION "Payload")
set(CPACK_GENERATOR "ZIP")
set(CPACK_INCLUDE_TOPLEVEL_DIRECTORY OFF)
set(CPACK_PACKAGE_FILE_NAME "fallout2-ce")
else()
install(TARGETS ${EXECUTABLE_NAME} DESTINATION .) install(TARGETS ${EXECUTABLE_NAME} DESTINATION .)
install(CODE " install(CODE "
include(BundleUtilities) include(BundleUtilities)
@ -340,6 +367,7 @@ if(APPLE)
set(CPACK_GENERATOR "DragNDrop") set(CPACK_GENERATOR "DragNDrop")
set(CPACK_DMG_DISABLE_APPLICATIONS_SYMLINK ON) set(CPACK_DMG_DISABLE_APPLICATIONS_SYMLINK ON)
set(CPACK_PACKAGE_FILE_NAME "fallout2-ce") set(CPACK_PACKAGE_FILE_NAME "fallout2-ce")
endif()
include(CPack) include(CPack)
endif() endif()

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@ -44,6 +44,16 @@ $ sudo apt install libsdl2-2.0-0
- 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. - 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.
### iOS
> **NOTE**: See Android note on controls.
- 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.
- 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.
- 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)).
## Contributing ## Contributing
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. 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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56
os/ios/Info.plist Normal file
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@ -0,0 +1,56 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleDisplayName</key>
<string>${MACOSX_BUNDLE_DISPLAY_NAME}</string>
<key>CFBundleExecutable</key>
<string>${MACOSX_BUNDLE_EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string>${MACOSX_BUNDLE_ICON_FILE}</string>
<key>CFBundleIdentifier</key>
<string>${MACOSX_BUNDLE_GUI_IDENTIFIER}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${MACOSX_BUNDLE_BUNDLE_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>${MACOSX_BUNDLE_SHORT_VERSION_STRING}</string>
<key>CFBundleVersion</key>
<string>${MACOSX_BUNDLE_BUNDLE_VERSION}</string>
<key>LSApplicationCategoryType</key>
<string>public.app-category.role-playing-games</string>
<key>LSMinimumSystemVersion</key>
<string>11.0</string>
<key>LSRequiresIPhoneOS</key>
<true/>
<key>NSHighResolutionCapable</key>
<string>True</string>
<key>UIApplicationSupportsIndirectInputEvents</key>
<true/>
<key>UIFileSharingEnabled</key>
<true/>
<key>UILaunchStoryboardName</key>
<string>LaunchScreen</string>
<key>UIRequiresFullScreen</key>
<true/>
<key>UIStatusBarHidden</key>
<true/>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<key>UISupportedInterfaceOrientations~ipad</key>
<array>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
</array>
</dict>
</plist>

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@ -0,0 +1,19 @@
<?xml version="1.0" encoding="UTF-8"?>
<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">
<scenes>
<!--View Controller-->
<scene sceneID="EHf-IW-A2E">
<objects>
<viewController id="01J-lp-oVM" sceneMemberID="viewController">
<view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
<rect key="frame" x="0.0" y="0.0" width="834" height="1194"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<viewLayoutGuide key="safeArea" id="Bcu-3y-fUS"/>
<color key="backgroundColor" white="0.0" alpha="1" colorSpace="custom" customColorSpace="genericGamma22GrayColorSpace"/>
</view>
</viewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/>
</objects>
</scene>
</scenes>
</document>

6
src/platform/ios/paths.h Normal file
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@ -0,0 +1,6 @@
#ifndef FALLOUT_PLATFORM_IOS_PATHS_H_
#define FALLOUT_PLATFORM_IOS_PATHS_H_
const char* iOSGetDocumentsPath();
#endif /* FALLOUT_PLATFORM_IOS_PATHS_H_ */

33
src/platform/ios/paths.mm Normal file
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@ -0,0 +1,33 @@
#include "paths.h"
#include <Foundation/Foundation.h>
#include <SDL.h>
// Modelled after SDL_AndroidGetExternalStoragePath.
const char* iOSGetDocumentsPath()
{
static char* s_iOSDocumentsPath = NULL;
if (s_iOSDocumentsPath == NULL) {
@autoreleasepool {
NSArray* array = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
if ([array count] > 0) {
NSString* str = [array objectAtIndex:0];
const char* base = [str fileSystemRepresentation];
if (base) {
const size_t len = SDL_strlen(base) + 2;
s_iOSDocumentsPath = (char*)SDL_malloc(len);
if (s_iOSDocumentsPath == NULL) {
SDL_OutOfMemory();
} else {
SDL_snprintf(s_iOSDocumentsPath, len, "%s/", base);
}
}
}
}
}
return s_iOSDocumentsPath;
}

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@ -236,7 +236,7 @@ int _GNW95_init_window(int width, int height, bool fullscreen)
return -1; return -1;
} }
Uint32 windowFlags = SDL_WINDOW_OPENGL; Uint32 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_ALLOW_HIGHDPI;
if (fullscreen) { if (fullscreen) {
windowFlags |= SDL_WINDOW_FULLSCREEN; windowFlags |= SDL_WINDOW_FULLSCREEN;

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@ -8,6 +8,10 @@
#include "svga.h" #include "svga.h"
#include "window_manager.h" #include "window_manager.h"
#if __APPLE__ && TARGET_OS_IOS
#include "platform/ios/paths.h"
#endif
namespace fallout { namespace fallout {
#ifdef _WIN32 #ifdef _WIN32
@ -36,7 +40,13 @@ bool gProgramIsActive = false;
int main(int argc, char* argv[]) int main(int argc, char* argv[])
{ {
#if __APPLE__ #if __APPLE__ && TARGET_OS_IOS
SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0");
SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");
chdir(iOSGetDocumentsPath());
#endif
#if __APPLE__ && TARGET_OS_OSX
char* basePath = SDL_GetBasePath(); char* basePath = SDL_GetBasePath();
chdir(basePath); chdir(basePath);
SDL_free(basePath); SDL_free(basePath);