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Updated and reorganized to run on iOS 11 #3

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8677ca5
Updated and reorganized to run on iOS 11
tomkidd Apr 5, 2018
f614757
Added placeholder IB Images files
tomkidd Apr 6, 2018
4fe5722
Added tvOS port
tomkidd May 9, 2018
996f7dc
Updated for Xcode 10
tomkidd Sep 17, 2018
3c05fbb
Added "clean room" base.iPack, along with the assets used to create it.
tomkidd Oct 10, 2018
359a1b1
Added base.iPack attributions to README
tomkidd Oct 10, 2018
81b0d4e
Renamed directories, schemes and icon title to reflect latest pattern
tomkidd Oct 10, 2018
f848ab2
Fixing README links
tomkidd Oct 11, 2018
c205c66
Added targets for DOOM II and FInal DOOM, also logos
tomkidd Oct 12, 2018
7fd3d4b
Fun with Launch Screens
tomkidd Oct 12, 2018
2acd818
Fun with fonts
tomkidd Oct 12, 2018
fcd97d1
Fun with logos and colors
tomkidd Oct 12, 2018
e3b371e
Fun with assets
tomkidd Oct 13, 2018
31f590f
New Brand Assets for the tvOS apps
tomkidd Oct 13, 2018
a56c453
new launch images for tvOS apps
tomkidd Oct 13, 2018
1b31d51
minor tvOS menu tweaks
tomkidd Oct 13, 2018
185e596
README updates
tomkidd Oct 15, 2018
e1b7031
updated gitignore to remove xcuserstate
tomkidd Dec 5, 2018
1716202
Modified icons
tomkidd Apr 3, 2019
630f892
Sprucing up README
tomkidd Apr 10, 2019
8c07056
Update README.md
tomkidd Apr 10, 2019
cfe50de
Tweaks to .gitignore and localization
tomkidd May 30, 2019
553cf29
Added SIGIL support for iOS
tomkidd May 30, 2019
f18c49e
Added SIGIL support for tvOS
tomkidd May 30, 2019
65f8918
Updated README for SIGIL support
tomkidd May 31, 2019
a1d4af0
Fixed oops with SIGIL tvOS organization
tomkidd May 31, 2019
dc8d87a
Restored ability to hear SIGIL's custom MIDI files and see custom int…
tomkidd Jun 10, 2019
98b6f80
Fixed ability to play SIGIL_SHREDS.wad file
tomkidd Jun 10, 2019
5f0672a
Correcting MFI Controller Code attribution
tomkidd Aug 6, 2019
c99e36f
Prevent crash by limiting width
dnicolson Oct 14, 2020
eea609c
Center viewport
dnicolson Oct 14, 2020
3c08477
Fix button text alignment
dnicolson Oct 18, 2020
3bab210
Fix config writing on tvOS
dnicolson Oct 17, 2020
c1d08d3
Prevent save game crash
dnicolson Oct 18, 2020
0b571e4
Fix alignment of text and buttons
dnicolson Oct 19, 2020
62a6eb0
Hide GLView when using the home button
dnicolson Oct 20, 2020
d38f2c0
Set paused state when using the home button
dnicolson Oct 20, 2020
317822c
Fix tvOS navigation
dnicolson Oct 20, 2020
a5d53dc
Fix buffer overflow in M_LoadDefaultsFile
dnicolson Oct 21, 2020
d64d673
Merge pull request #9 from dnicolson/patch-1
tomkidd Feb 23, 2021
e73fdad
Merge pull request #6 from dnicolson/fix-button-text-alignment
tomkidd Feb 23, 2021
a3ea3ad
Merge pull request #5 from dnicolson/prevent-save-game-crash
tomkidd Feb 23, 2021
6767740
Merge pull request #4 from dnicolson/fix-config-writes-tvos
tomkidd Feb 23, 2021
2961e51
Merge pull request #1 from dnicolson/fix-apple-tv-4k-crash
tomkidd Feb 23, 2021
9804f97
Create FUNDING.yml
tomkidd May 30, 2021
69d98f5
Update README.md
tomkidd May 30, 2021
6651392
Removed M1 blurb after successful funding
tomkidd Sep 14, 2021
c0d1b17
Restored graphics and sounds
tomkidd Aug 2, 2022
41fa110
Merge pull request #8 from dnicolson/fix-tvos-navigation
tomkidd Aug 2, 2022
393e679
Merge pull request #7 from dnicolson/hide-glview-when-using-home-button
tomkidd Aug 2, 2022
9db6e57
Housekeeping
tomkidd Aug 2, 2022
9972aa2
Merge branch 'master' of https://github.com/tomkidd/DOOM-iOS
tomkidd Aug 2, 2022
20bafa0
restored music
tomkidd Aug 3, 2022
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12 changes: 12 additions & 0 deletions .github/FUNDING.yml
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# These are supported funding model platforms

github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
patreon: # Replace with a single Patreon username
open_collective: # Replace with a single Open Collective username
ko_fi: schnapple
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
liberapay: # Replace with a single Liberapay username
issuehunt: # Replace with a single IssueHunt username
otechie: # Replace with a single Otechie username
custom: # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2']
89 changes: 89 additions & 0 deletions .gitignore
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base/doom.wad
.DS_Store
base/doom2.wad
base/plutonia.wad
base/tnt.wad
base/SIGIL.wad
base/SIGIL_SHREDS.wad

# Xcode
#
# gitignore contributors: remember to update Global/Xcode.gitignore, Objective-C.gitignore & Swift.gitignore

## Build generated
build/
DerivedData/

## Various settings
*.pbxuser
!default.pbxuser
*.mode1v3
!default.mode1v3
*.mode2v3
!default.mode2v3
*.perspectivev3
!default.perspectivev3
xcuserdata/

## Other
*.moved-aside
*.xccheckout
*.xcscmblueprint
Thumbs.db

## Obj-C/Swift specific
*.hmap
*.ipa
*.dSYM.zip
*.dSYM

## Playgrounds
timeline.xctimeline
playground.xcworkspace

# Swift Package Manager
#
# Add this line if you want to avoid checking in source code from Swift Package Manager dependencies.
# Packages/
# Package.pins
# Package.resolved
.build/

# CocoaPods
#
# We recommend against adding the Pods directory to your .gitignore. However
# you should judge for yourself, the pros and cons are mentioned at:
# https://guides.cocoapods.org/using/using-cocoapods.html#should-i-check-the-pods-directory-into-source-control
#
# Pods/
#
# Add this line if you want to avoid checking in source code from the Xcode workspace
# *.xcworkspace

# Carthage
#
# Add this line if you want to avoid checking in source code from Carthage dependencies.
# Carthage/Checkouts

Carthage/Build

# fastlane
#
# It is recommended to not store the screenshots in the git repo. Instead, use fastlane to re-generate the
# screenshots whenever they are needed.
# For more information about the recommended setup visit:
# https://docs.fastlane.tools/best-practices/source-control/#source-control

fastlane/report.xml
fastlane/Preview.html
fastlane/screenshots/**/*.png
fastlane/test_output

# Code Injection
#
# After new code Injection tools there's a generated folder /iOSInjectionProject
# https://github.com/johnno1962/injectionforxcode

iOSInjectionProject/
code/iphone/Doom.xcodeproj/project.xcworkspace/xcuserdata/tomkidd.xcuserdatad/UserInterfaceState.xcuserstate
code/iphone/DOOM.xcodeproj/project.xcworkspace/xcuserdata/tomkidd.xcuserdatad/UserInterfaceState.xcuserstate
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<img align="left" width="100" height="100" src="https://raw.githubusercontent.com/tomkidd/DOOM-iOS/master/icon_doom.png">

# DOOM, DOOM II, Final DOOM and SIGIL for iOS 11 and tvOS for Apple TV

This is my update for DOOM for iOS to run on iOS 11, running in modern resolutions including the full width of the iPhone X. I have also made a target and version for tvOS to run on Apple TV. Additionally, I have included targets to create apps for DOOM II, Final DOOM and [SIGIL](https://www.romerogames.ie/si6il).

![screenshot](https://raw.githubusercontent.com/tomkidd/DOOM-iOS/master/ss_doom.png)

Improvements/Changes

- Compiles and runs in iOS 11 SDK
- Orientation and coordinate system fixed to reflect iOS 8 changes
- C warnings fixed for Xcode 9.3
- Basic MFi controller support
- Structure and View Controller usage grafted in from the DOOM-iOS2 repository and public user forks, unused code and embedded xcodeproj use eliminated
- Second project target for tvOS that takes advantage of focus model and removes on-screen controls.

You will need to provide your own copy of `doom.wad` for DOOM, `doom2.wad` for DOOM II, `tnt.wad` and `plutonia.wad` for Final DOOM and `SIGIL.wad` (and optionally `SIGIL_SHREDS.wad`) for SIGIL

You can find the file `doom.wad` in any installation of DOOM, available on [Steam](http://store.steampowered.com/app/2280/Ultimate_Doom/), [GOG](https://www.gog.com/game/the_ultimate_doom), and floppy disk from 1-800-IDGAMES (note: do not call 1-800-IDGAMES I don't know where it goes anymore).

`doom2.wad` is in any installation of DOOM II, available on [Steam](https://store.steampowered.com/app/2300/DOOM_II/) or [GOG](https://www.gog.com/game/doom_ii_final_doom)

`tnt.wad` and `plutonia.wad` are in any installation of Final DOOM, available on [Steam](https://store.steampowered.com/app/2290/Final_DOOM/) or [GOG](https://www.gog.com/game/doom_ii_final_doom) (note that GOG sells DOOM II and Final DOOM packaged together)

`SIGIL.wad` is available free from the [SIGIL](https://www.romerogames.ie/si6il) website, and `SIGIL_SHREDS.wad` is available in the "registered" (purchased) versions. Note that SIGIL also requires `doom.wad` from the original game.

This repo contains changes from id's [DOOM-iOS2](https://github.com/id-Software/DOOM-IOS2) repo (different than the parent of this repo), changes from the [FinalJudgement](https://github.com/JadingTsunami/FinalJudgment-iOS) repo by [JadingTsunami](https://github.com/JadingTsunami/), and [MFi controller code](https://github.com/johnnyw/DOOM-IOS2/commit/41646df7ccad6e39263a73767e91d5801759b780) from [John Watson](https://github.com/johnnyw) (by way of [TheRohans](https://github.com/TheRohans/DOOM-IOS2/), where I originally found it). I incorporated the efforts of [yarsrevenge](https://github.com/yarsrvenge/DOOM-IOS2) in getting the basics of the tvOS versions going.

I wrote a [lengthy article](http://schnapple.com/wolfenstein-3d-and-doom-on-ios-11/) on the process of making these ports. For a rundown of the effort to get it running on tvOS, I wrote a [second lenghty article](http://schnapple.com/wolfenstein-3d-and-doom-on-tvos-for-apple-tv/) on the subject.

And just for fun I did [another article](https://schnapple.com/sigil-for-ios-and-tvos-for-apple-tv/) on adding SIGIL support. Note that the previous issues with SIGIL's intermission screens and the Buckethead MP3 files have been addressed.

[Video of DOOM running on an iPhone X](https://www.youtube.com/watch?v=IrY5L1kn-NA)

[Video of DOOM running on an Apple TV](https://www.youtube.com/watch?v=P8QmMSabaqQ)

I have also made apps for [*Wolfenstein 3-D*](https://github.com/tomkidd/Wolf3D-iOS), [*Quake*](https://github.com/tomkidd/Quake-iOS), [*Quake II*](https://github.com/tomkidd/Quake2-iOS), [*Quake III: Arena*](https://github.com/tomkidd/Quake3-iOS), [*Return to Castle Wolfenstein*](https://github.com/tomkidd/RTCW-iOS) and [*DOOM 3*](https://github.com/tomkidd/DOOM3-iOS).

Have fun. For any questions I can be reached at [email protected]
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iphone/livetile_1.tga PVR2
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/*

Copyright (C) 2011 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.

*/

#ifndef doomengine_SDL_Mixer_h
#define doomengine_SDL_Mixer_h

#ifdef __cplusplus
extern "C" {
#endif

/*
===============================

This is a minimal implemenation of SDL_Mixer for iOS, just to get MIDI files
playing so that we can play the music directly from the WADs.

===============================
*/

#include <stdint.h>

typedef struct Mix_Music_tag {
char unused;
} Mix_Music;


/* Open the mixer with a certain audio format */
extern int Mix_OpenAudio(int frequency, uint16_t format, int channels,
int chunksize);


/* Close the mixer, halting all playing audio */
extern void Mix_CloseAudio(void);


/* Set a function that is called after all mixing is performed.
This can be used to provide real-time visual display of the audio stream
or add a custom mixer filter for the stream data.
*/
extern void Mix_SetPostMix(void (*mix_func)
(void *udata, uint8_t *stream, int len), void *arg);


/* Fade in music or a channel over "ms" milliseconds, same semantics as the "Play" functions */
extern int Mix_FadeInMusic(Mix_Music *music, int loops, int ms);


/* Pause/Resume the music stream */
extern void Mix_PauseMusic(void);
extern void Mix_ResumeMusic(void);


/* Halt a channel, fading it out progressively till it's silent
The ms parameter indicates the number of milliseconds the fading
will take.
*/
extern int Mix_FadeOutMusic(int ms);


/* Free an audio chunk previously loaded */
extern void Mix_FreeMusic(Mix_Music *music);


/* Load a wave file or a music (.mod .s3m .it .xm) file */
extern Mix_Music * Mix_LoadMUS(const char *file);


extern const char * Mix_GetError(void);




/* Set the volume in the range of 0-128 of a specific channel or chunk.
If the specified channel is -1, set volume for all channels.
Returns the original volume.
If the specified volume is -1, just return the current volume.
*/
extern int Mix_VolumeMusic(int volume);

#ifdef __cplusplus
}
#endif


#endif
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