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1WinRT
2=====
3
4This port allows SDL applications to run on Microsoft's platforms that require
5use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases,
6refer to them as either "Windows Store", or for Windows 10, "UWP" apps.
7
8In the past, SDL has supported Windows RT 8.x, Windows Phone, etc, but in
9modern times this port is focused on UWP apps, which run on Windows 10,
10and modern Xbox consoles.
11
12
13Requirements
14------------
15
16* Microsoft Visual C++ (aka Visual Studio) 2019.
17 - Free, "Community" or "Express" editions may be used, so long as they
18 include support for either "Windows Store" or "Windows Phone" apps.
19 "Express" versions marked as supporting "Windows Desktop" development
20 typically do not include support for creating WinRT apps, to note.
21 (The "Community" editions of Visual C++ do, however, support both
22 desktop/Win32 and WinRT development).
23* A valid Microsoft account - This requirement is not imposed by SDL, but
24 rather by Microsoft's Visual C++ toolchain. This is required to launch or
25 debug apps.
26
27
28Status
29------
30
31Here is a rough list of what works, and what doesn't:
32
33* What works:
34 * compilation via Visual C++ 2019.
35 * compile-time platform detection for SDL programs. The C/C++ #define,
36 `__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
37 * GPU-accelerated 2D rendering, via SDL_Renderer.
38 * OpenGL ES 2, via the ANGLE library (included separately from SDL)
39 * software rendering, via either SDL_Surface (optionally in conjunction with
40 SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
41 SDL_Renderer APIs
42 * threads
43 * timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
44 SDL_GetPerformanceFrequency(), etc.)
45 * file I/O via SDL_RWops
46 * mouse input (unsupported on Windows Phone)
47 * audio, via SDL's WASAPI backend (if you want to record, your app must
48 have "Microphone" capabilities enabled in its manifest, and the user must
49 not have blocked access. Otherwise, capture devices will fail to work,
50 presenting as a device disconnect shortly after opening it.)
51 * .DLL file loading. Libraries *MUST* be packaged inside applications. Loading
52 anything outside of the app is not supported.
53 * system path retrieval via SDL's filesystem APIs
54 * game controllers. Support is provided via the SDL_Joystick and
55 SDL_GameController APIs, and is backed by Microsoft's XInput API. Please
56 note, however, that Windows limits game-controller support in UWP apps to,
57 "Xbox compatible controllers" (many controllers that work in Win32 apps,
58 do not work in UWP, due to restrictions in UWP itself.)
59 * multi-touch input
60 * app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
61 appropriate.
62 * window events
63 * using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can
64 choose to render content directly via Direct3D, using SDL to manage the
65 internal WinRT window, as well as input and audio. (Use
66 SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into
67 IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.)
68
69* What partially works:
70 * keyboard input. Most of WinRT's documented virtual keys are supported, as
71 well as many keys with documented hardware scancodes. Converting
72 SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs
73 (MapVirtualKey()) in Microsoft's Windows Store / UWP APIs.
74 * SDLmain. WinRT uses a different signature for each app's main() function.
75 SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
76 (in `SDL\src\main\winrt\`) directly in order for their C-style main()
77 functions to be called.
78
79* What doesn't work:
80 * compilation with anything other than Visual C++
81 * programmatically-created custom cursors. These don't appear to be supported
82 by WinRT. Different OS-provided cursors can, however, be created via
83 SDL_CreateSystemCursor() (unsupported on Windows Phone)
84 * SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently
85 supported by WinRT itself.
86 * joysticks and game controllers that either are not supported by
87 Microsoft's XInput API, or are not supported within UWP apps (many
88 controllers that work in Win32, do not work in UWP, due to restrictions in
89 UWP itself).
90 * turning off VSync when rendering on Windows Phone. Attempts to turn VSync
91 off on Windows Phone result either in Direct3D not drawing anything, or it
92 forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get
93 turned-on on Windows Phone. This limitation is not present in non-Phone
94 WinRT (such as Windows 8.x), where turning off VSync appears to work.
95 * probably anything else that's not listed as supported
96
97
98
99Upgrade Notes
100-------------
101
102#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3
103
104SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath().
105The fixes may affect older, SDL 2.0.3-based apps' save data. Please note
106that these changes only apply to SDL-based WinRT apps, and not to apps for
107any other platform.
108
1091. SDL_GetPrefPath() would return an invalid path, one in which the path's
110 directory had not been created. Attempts to create files there
111 (via fopen(), for example), would fail, unless that directory was
112 explicitly created beforehand.
113
1142. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside
115 a WinRT 'Roaming' folder, the contents of which get automatically
116 synchronized across multiple devices. This process can occur while an
117 application runs, and can cause existing save-data to be overwritten
118 at unexpected times, with data from other devices. (Windows Phone apps
119 written with SDL 2.0.3 did not utilize a Roaming folder, due to API
120 restrictions in Windows Phone 8.0).
121
122
123SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by:
124
1251. making sure that SDL_GetPrefPath() returns a directory in which data
126 can be written to immediately, without first needing to create directories.
127
1282. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the
129 contents of which do not automatically get synchronized across devices
130 (and which require less work to use safely, in terms of data integrity).
131
132Apps that wish to get their Roaming folder's path can do so either by using
133SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a
134UCS-2/wide-char string), or directly through the WinRT class,
135Windows.Storage.ApplicationData.
136
137
138
139Setup, High-Level Steps
140-----------------------
141
142The steps for setting up a project for an SDL/WinRT app looks like the
143following, at a high-level:
144
1451. create a new Visual C++ project using Microsoft's template for a,
146 "Direct3D App".
1472. remove most of the files from the project.
1483. make your app's project directly reference SDL/WinRT's own Visual C++
149 project file, via use of Visual C++'s "References" dialog. This will setup
150 the linker, and will copy SDL's .dll files to your app's final output.
1514. adjust your app's build settings, at minimum, telling it where to find SDL's
152 header files.
1535. add files that contains a WinRT-appropriate main function, along with some
154 data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls)
155 work properly.
1566. add SDL-specific app code.
1577. build and run your app.
158
159
160Setup, Detailed Steps
161---------------------
162
163### 1. Create a new project ###
164
165Create a new project using one of Visual C++'s templates for a plain, non-XAML,
166"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you
167don't see one of these templates, in Visual C++'s 'New Project' dialog, try
168using the textbox titled, 'Search Installed Templates' to look for one.
169
170
171### 2. Remove unneeded files from the project ###
172
173In the new project, delete any file that has one of the following extensions:
174
175- .cpp
176- .h
177- .hlsl
178
179When you are done, you should be left with a few files, each of which will be a
180necessary part of your app's project. These files will consist of:
181
182- an .appxmanifest file, which contains metadata on your WinRT app. This is
183 similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
184- a few .png files, one of which is a splash screen (displayed when your app
185 launches), others are app icons.
186- a .pfx file, used for code signing purposes.
187
188
189### 3. Add references to SDL's project files ###
190
191SDL/WinRT can be built in multiple variations, spanning across three different
192CPU architectures (x86, x64, and ARM) and two different configurations
193(Debug and Release). WinRT and Visual C++ do not currently provide a means
194for combining multiple variations of one library into a single file.
195Furthermore, it does not provide an easy means for copying pre-built .dll files
196into your app's final output (via Post-Build steps, for example). It does,
197however, provide a system whereby an app can reference the MSVC projects of
198libraries such that, when the app is built:
199
2001. each library gets built for the appropriate CPU architecture(s) and WinRT
201 platform(s).
2022. each library's output, such as .dll files, get copied to the app's build
203 output.
204
205To set this up for SDL/WinRT, you'll need to run through the following steps:
206
2071. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
208 "Solution Explorer")
2092. right click on your app's solution.
2103. navigate to "Add", then to "Existing Project..."
2114. find SDL/WinRT's Visual C++ project file and open it, in the `VisualC-WinRT`
212 directory.
2135. once the project has been added, right-click on your app's project and
214 select, "References..."
2156. click on the button titled, "Add New Reference..."
2167. check the box next to SDL
2178. click OK to close the dialog
2189. SDL will now show up in the list of references. Click OK to close that
219 dialog.
220
221Your project is now linked to SDL's project, insofar that when the app is
222built, SDL will be built as well, with its build output getting included with
223your app.
224
225
226### 4. Adjust Your App's Build Settings ###
227
228Some build settings need to be changed in your app's project. This guide will
229outline the following:
230
231- making sure that the compiler knows where to find SDL's header files
232- **Optional for C++, but NECESSARY for compiling C code:** telling the
233 compiler not to use Microsoft's C++ extensions for WinRT development.
234- **Optional:** telling the compiler not generate errors due to missing
235 precompiled header files.
236
237To change these settings:
238
2391. right-click on the project
2402. choose "Properties"
2413. in the drop-down box next to "Configuration", choose, "All Configurations"
2424. in the drop-down box next to "Platform", choose, "All Platforms"
2435. in the left-hand list, expand the "C/C++" section
2446. select "General"
2457. edit the "Additional Include Directories" setting, and add a path to SDL's
246 "include" directory
2478. **Optional: to enable compilation of C code:** change the setting for
248 "Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
249 working with a completely C++ based project, this step can usually be
250 omitted.
2519. **Optional: to disable precompiled headers (which can produce
252 'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
253 list, select "Precompiled Headers", then change the setting for "Precompiled
254 Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
25510. close the dialog, saving settings, by clicking the "OK" button
256
257
258### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ###
259
260A few files should be included directly in your app's MSVC project, specifically:
2611. a WinRT-appropriate main function (which is different than main() functions on
262 other platforms)
2632. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor
264 (if and when the app needs to do so). *If this cursor resource is not
265 included, mouse-position reporting may fail if and when the cursor is
266 hidden, due to possible bugs/design-oddities in Windows itself.*
267
268To include these files for C/C++ projects:
269
2701. right-click on your project (again, in Visual C++'s Solution Explorer),
271 navigate to "Add", then choose "Existing Item...".
2722. navigate to the directory containing SDL's source code, then into its
273 subdirectory, 'src/main/winrt/'. Select, then add, the following files:
274 - `SDL_winrt_main_NonXAML.cpp`
275 - `SDL2-WinRTResources.rc`
276 - `SDL2-WinRTResource_BlankCursor.cur`
2773. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your
278 project), then click on "Properties...".
2794. in the drop-down box next to "Configuration", choose, "All Configurations"
2805. in the drop-down box next to "Platform", choose, "All Platforms"
2816. in the left-hand list, click on "C/C++"
2827. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
2838. click the OK button. This will close the dialog.
284
285**NOTE: C++/CX compilation is currently required in at least one file of your
286app's project. This is to make sure that Visual C++'s linker builds a 'Windows
287Metadata' file (.winmd) for your app. Not doing so can lead to build errors.**
288
289For non-C++ projects, you will need to call SDL_WinRTRunApp from your language's
290main function, and generate SDL2-WinRTResources.res manually by using `rc` via
291the Developer Command Prompt and including it as a <Win32Resource> within the
292first <PropertyGroup> block in your Visual Studio project file.
293
294### 6. Add app code and assets ###
295
296At this point, you can add in SDL-specific source code. Be sure to include a
297C-style main function (ie: `int main(int argc, char *argv[])`). From there you
298should be able to create a single `SDL_Window` (WinRT apps can only have one
299window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
300draw content. Events are received via SDL's usual event functions
301(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
302you can start adding them to the project now. If not, or if you would like to
303make sure that you're setup correctly, some short and simple sample code is
304provided below.
305
306
307#### 6.A. ... when creating a new app ####
308
309If you are creating a new app (rather than porting an existing SDL-based app),
310or if you would just like a simple app to test SDL/WinRT with before trying to
311get existing code working, some working SDL/WinRT code is provided below. To
312set this up:
313
3141. right click on your app's project
3152. select Add, then New Item. An "Add New Item" dialog will show up.
3163. from the left-hand list, choose "Visual C++"
3174. from the middle/main list, choose "C++ File (.cpp)"
3185. near the bottom of the dialog, next to "Name:", type in a name for your
319source file, such as, "main.cpp".
3206. click on the Add button. This will close the dialog, add the new file to
321your project, and open the file in Visual C++'s text editor.
3227. Copy and paste the following code into the new file, then save it.
323
324```c
325#include <SDL.h>
326
327int main(int argc, char **argv)
328{
329 SDL_DisplayMode mode;
330 SDL_Window * window = NULL;
331 SDL_Renderer * renderer = NULL;
332 SDL_Event evt;
333 SDL_bool keep_going = SDL_TRUE;
334
335 if (SDL_Init(SDL_INIT_VIDEO) != 0) {
336 return 1;
337 } else if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
338 return 1;
339 } else if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
340 return 1;
341 }
342
343 while (keep_going) {
344 while (SDL_PollEvent(&evt)) {
345 if ((evt.type == SDL_KEYDOWN) && (evt.key.keysym.sym == SDLK_ESCAPE)) {
346 keep_going = SDL_FALSE;
347 }
348 }
349
350 SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
351 SDL_RenderClear(renderer);
352 SDL_RenderPresent(renderer);
353 }
354
355 SDL_Quit();
356 return 0;
357}
358```
359
360#### 6.B. Adding code and assets ####
361
362If you have existing code and assets that you'd like to add, you should be able
363to add them now. The process for adding a set of files is as such.
364
3651. right click on the app's project
3662. select Add, then click on "New Item..."
3673. open any source, header, or asset files as appropriate. Support for C and
368C++ is available.
369
370Do note that WinRT only supports a subset of the APIs that are available to
371Win32-based apps. Many portions of the Win32 API and the C runtime are not
372available.
373
374A list of unsupported C APIs can be found at
375<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
376
377General information on using the C runtime in WinRT can be found at
378<https://msdn.microsoft.com/en-us/library/hh972425.aspx>
379
380A list of supported Win32 APIs for WinRT apps can be found at
381<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
382the list of supported Win32 APIs for Windows Phone 8.0 is different.
383That list can be found at
384<http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
385
386
387### 7. Build and run your app ###
388
389Your app project should now be setup, and you should be ready to build your app.
390To run it on the local machine, open the Debug menu and choose "Start
391Debugging". This will build your app, then run your app full-screen. To switch
392out of your app, press the Windows key. Alternatively, you can choose to run
393your app in a window. To do this, before building and running your app, find
394the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
395this by clicking on the arrow on the right side of the list, then click on
396Simulator. Once you do that, any time you build and run the app, the app will
397launch in window, rather than full-screen.
398
399
400#### 7.A. Running apps on older, ARM-based, "Windows RT" devices ####
401
402**These instructions do not include Windows Phone, despite Windows Phone
403typically running on ARM processors.** They are specifically for devices
404that use the "Windows RT" operating system, which was a modified version of
405Windows 8.x that ran primarily on ARM-based tablet computers.
406
407To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
408
409- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
410 debugs ARM-based apps via IP networks.
411- change a few options on the development machine, both to make sure it builds
412 for ARM (rather than x86 or x64), and to make sure it knows how to find the
413 Windows RT device (on the network).
414
415Microsoft's Remote Debugger can be found at
416<https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note
417that separate versions of this debugger exist for different versions of Visual
418C++, one each for MSVC 2015, 2013, and 2012.
419
420To setup Visual C++ to launch your app on an ARM device:
421
4221. make sure the Remote Debugger is running on your ARM device, and that it's on
423 the same IP network as your development machine.
4242. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
425 it, then change the value to "ARM".
4263. make sure Visual C++ knows the hostname or IP address of the ARM device. To
427 do this:
428 1. open the app project's properties
429 2. select "Debugging"
430 3. next to "Machine Name", enter the hostname or IP address of the ARM
431 device
432 4. if, and only if, you've turned off authentication in the Remote Debugger,
433 then change the setting for "Require Authentication" to No
434 5. click "OK"
4354. build and run the app (from Visual C++). The first time you do this, a
436 prompt will show up on the ARM device, asking for a Microsoft Account. You
437 do, unfortunately, need to log in here, and will need to follow the
438 subsequent registration steps in order to launch the app. After you do so,
439 if the app didn't already launch, try relaunching it again from within Visual
440 C++.
441
442
443Troubleshooting
444---------------
445
446#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'"
447
448Try adding the following to your linker flags. In MSVC, this can be done by
449right-clicking on the app project, navigating to Configuration Properties ->
450Linker -> Command Line, then adding them to the Additional Options
451section.
452
453* For Release builds / MSVC-Configurations, add:
454
455 /nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib
456
457* For Debug builds / MSVC-Configurations, add:
458
459 /nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib
460
461
462#### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values
463
464This may be caused by a bug in Windows itself, whereby hiding the mouse
465cursor can cause mouse-position reporting to fail.
466
467SDL provides a workaround for this, but it requires that an app links to a
468set of Win32-style cursor image-resource files. A copy of suitable resource
469files can be found in `src/main/winrt/`. Adding them to an app's Visual C++
470project file should be sufficient to get the app to use them.
471
472
473#### SDL's Visual Studio project file fails to open, with message, "The system can't find the file specified."
474
475This can be caused for any one of a few reasons, which Visual Studio can
476report, but won't always do so in an up-front manner.
477
478To help determine why this error comes up:
479
4801. open a copy of Visual Studio without opening a project file. This can be
481 accomplished via Windows' Start Menu, among other means.
4822. show Visual Studio's Output window. This can be done by going to VS'
483 menu bar, then to View, and then to Output.
4843. try opening the SDL project file directly by going to VS' menu bar, then
485 to File, then to Open, then to Project/Solution. When a File-Open dialog
486 appears, open the SDL project (such as the one in SDL's source code, in its
487 directory, VisualC-WinRT/UWP_VS2015/).
4884. after attempting to open SDL's Visual Studio project file, additional error
489 information will be output to the Output window.
490
491If Visual Studio reports (via its Output window) that the project:
492
493"could not be loaded because it's missing install components. To fix this launch Visual Studio setup with the following selections:
494Microsoft.VisualStudio.ComponentGroup.UWP.VC"
495
496... then you will need to re-launch Visual Studio's installer, and make sure that
497the workflow for "Universal Windows Platform development" is checked, and that its
498optional component, "C++ Universal Windows Platform tools" is also checked. While
499you are there, if you are planning on targeting UWP / Windows 10, also make sure
500that you check the optional component, "Windows 10 SDK (10.0.10240.0)". After
501making sure these items are checked as-appropriate, install them.
502
503Once you install these components, try re-launching Visual Studio, and re-opening
504the SDL project file. If you still get the error dialog, try using the Output
505window, again, seeing what Visual Studio says about it.
506
507
508#### Game controllers / joysticks aren't working!
509
510Windows only permits certain game controllers and joysticks to work within
511WinRT / UWP apps. Even if a game controller or joystick works in a Win32
512app, that device is not guaranteed to work inside a WinRT / UWP app.
513
514According to Microsoft, "Xbox compatible controllers" should work inside
515UWP apps, potentially with more working in the future. This includes, but
516may not be limited to, Microsoft-made Xbox controllers and USB adapters.
517(Source: https://social.msdn.microsoft.com/Forums/en-US/9064838b-e8c3-4c18-8a83-19bf0dfe150d/xinput-fails-to-detect-game-controllers?forum=wpdevelop)
518
519