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EveCanvas

Fullscreen native render shell for EVE, the jailbroken iPad 8th generation test device.

This is deliberately not a web app. UIKit owns the app/window lifecycle and the text overlay. OpenGL ES 3.0 owns the render surface.

Objective

Put a real fullscreen native rendering surface on EVE without requiring macOS as the development machine.

Current Mechanism

  • EVEAppDelegate creates one fullscreen UIWindow.
  • EVEViewController installs:
    • EVEGLView, a CAEAGLLayer backed OpenGL ES 3.0 render target.
    • a native UIKit UILabel overlay for crisp Retina text.
    • CADisplayLink for frame ticking.
    • CMMotionManager for accelerometer and gyro telemetry.
  • EVEGLView clears the full drawable with a slow color pulse and presents the renderbuffer every frame.

Invariants

  • Browser/PWA layout is not part of this path.
  • UIKit is the text owner; OpenGL ES is the pixel owner.
  • The status bar stays hidden.
  • Sensor reads are display-only telemetry until a later input model owns them.
  • CultMesh networking is not smuggled into the render shell yet.

Build Shape

The project is a Theos-style iOS application:

make package
make install

EVE currently has SSH and jailbreak package management, but the native build toolchain still needs to be installed. In particular, a Theos install and an iPhoneOS SDK are required before make package can work.

Expected EVE target:

ssh alias: eve
device: iPad11,6 / J171aAP
iPadOS: 14.4
install path: /Applications/EveCanvas.app

First Deployment Plan

  1. Install or stage Theos on EVE.
  2. Stage a compatible iPhoneOS SDK under $THEOS/sdks.
  3. Copy this project to EVE, for example /var/mobile/Projects/Eve.
  4. Build on EVE:
cd /var/mobile/Projects/Eve
export THEOS=/var/theos
make package
make install
uicache -p /Applications/EveCanvas.app
  1. Launch EveCanvas from SpringBoard.

Next Cut

  • Confirm actual fullscreen drawable size on EVE.
  • Add a simple triangle/quad shader so the renderer proves more than clear.
  • Add touch/Pencil visual markers.
  • Add a local telemetry bridge once the shell is stable.