WinRT | |
===== | |
This port allows SDL applications to run on Microsoft's platforms that require | |
use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases, | |
refer to them as either "Windows Store", or for Windows 10, "UWP" apps. | |
Some of the operating systems that include WinRT, are: | |
* Windows 10, via its Universal Windows Platform (UWP) APIs | |
* Windows 8.x | |
* Windows RT 8.x (aka. Windows 8.x for ARM processors) | |
* Windows Phone 8.x | |
Requirements | |
------------ | |
* Microsoft Visual C++ (aka Visual Studio), either 2017, 2015, 2013, or 2012 | |
- Free, "Community" or "Express" editions may be used, so long as they | |
include support for either "Windows Store" or "Windows Phone" apps. | |
"Express" versions marked as supporting "Windows Desktop" development | |
typically do not include support for creating WinRT apps, to note. | |
(The "Community" editions of Visual C++ do, however, support both | |
desktop/Win32 and WinRT development). | |
- Visual Studio 2017 can be used, however it is recommended that you install | |
the Visual C++ 2015 build tools. These build tools can be installed | |
using VS 2017's installer. Be sure to also install the workload for | |
"Universal Windows Platform development", its optional component, the | |
"C++ Universal Windows Platform tools", and for UWP / Windows 10 | |
development, the "Windows 10 SDK (10.0.10240.0)". Please note that | |
targeting UWP / Windows 10 apps from development machine(s) running | |
earlier versions of Windows, such as Windows 7, is not always supported | |
by Visual Studio, and you may get error(s) when attempting to do so. | |
- Visual C++ 2012 can only build apps that target versions 8.0 of Windows, | |
or Windows Phone. 8.0-targeted apps will run on devices running 8.1 | |
editions of Windows, however they will not be able to take advantage of | |
8.1-specific features. | |
- Visual C++ 2013 cannot create app projects that target Windows 8.0. | |
Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0, | |
Windows Phone 8.1, and Windows 8.1, but not Windows 8.0. An optional | |
Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8", | |
allows Visual C++ 2013 to load and build Windows 8.0 projects that were | |
created with Visual C++ 2012, so long as Visual C++ 2012 is installed | |
on the same machine. More details on targeting different versions of | |
Windows can found at the following web pages: | |
- [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx) | |
- [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools) | |
* A valid Microsoft account - This requirement is not imposed by SDL, but | |
rather by Microsoft's Visual C++ toolchain. This is required to launch or | |
debug apps. | |
Status | |
------ | |
Here is a rough list of what works, and what doesn't: | |
* What works: | |
* compilation via Visual C++ 2012 through 2015 | |
* compile-time platform detection for SDL programs. The C/C++ #define, | |
`__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT. | |
* GPU-accelerated 2D rendering, via SDL_Renderer. | |
* OpenGL ES 2, via the ANGLE library (included separately from SDL) | |
* software rendering, via either SDL_Surface (optionally in conjunction with | |
SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the | |
SDL_Renderer APIs | |
* threads | |
* timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(), | |
SDL_GetPerformanceFrequency(), etc.) | |
* file I/O via SDL_RWops | |
* mouse input (unsupported on Windows Phone) | |
* audio, via SDL's WASAPI backend (if you want to record, your app must | |
have "Microphone" capabilities enabled in its manifest, and the user must | |
not have blocked access. Otherwise, capture devices will fail to work, | |
presenting as a device disconnect shortly after opening it.) | |
* .DLL file loading. Libraries *MUST* be packaged inside applications. Loading | |
anything outside of the app is not supported. | |
* system path retrieval via SDL's filesystem APIs | |
* game controllers. Support is provided via the SDL_Joystick and | |
SDL_GameController APIs, and is backed by Microsoft's XInput API. Please | |
note, however, that Windows limits game-controller support in UWP apps to, | |
"Xbox compatible controllers" (many controllers that work in Win32 apps, | |
do not work in UWP, due to restrictions in UWP itself.) | |
* multi-touch input | |
* app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as | |
appropriate. | |
* window events | |
* using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can | |
choose to render content directly via Direct3D, using SDL to manage the | |
internal WinRT window, as well as input and audio. (Use | |
SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into | |
IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.) | |
* What partially works: | |
* keyboard input. Most of WinRT's documented virtual keys are supported, as | |
well as many keys with documented hardware scancodes. Converting | |
SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs | |
(MapVirtualKey()) in Microsoft's Windows Store / UWP APIs. | |
* SDLmain. WinRT uses a different signature for each app's main() function. | |
SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp | |
(in `SDL\src\main\winrt\`) directly in order for their C-style main() | |
functions to be called. | |
* What doesn't work: | |
* compilation with anything other than Visual C++ | |
* programmatically-created custom cursors. These don't appear to be supported | |
by WinRT. Different OS-provided cursors can, however, be created via | |
SDL_CreateSystemCursor() (unsupported on Windows Phone) | |
* SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently | |
supported by WinRT itself. | |
* joysticks and game controllers that either are not supported by | |
Microsoft's XInput API, or are not supported within UWP apps (many | |
controllers that work in Win32, do not work in UWP, due to restrictions in | |
UWP itself). | |
* turning off VSync when rendering on Windows Phone. Attempts to turn VSync | |
off on Windows Phone result either in Direct3D not drawing anything, or it | |
forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get | |
turned-on on Windows Phone. This limitation is not present in non-Phone | |
WinRT (such as Windows 8.x), where turning off VSync appears to work. | |
* probably anything else that's not listed as supported | |
Upgrade Notes | |
------------- | |
#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3 | |
SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath(). | |
The fixes may affect older, SDL 2.0.3-based apps' save data. Please note | |
that these changes only apply to SDL-based WinRT apps, and not to apps for | |
any other platform. | |
1. SDL_GetPrefPath() would return an invalid path, one in which the path's | |
directory had not been created. Attempts to create files there | |
(via fopen(), for example), would fail, unless that directory was | |
explicitly created beforehand. | |
2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside | |
a WinRT 'Roaming' folder, the contents of which get automatically | |
synchronized across multiple devices. This process can occur while an | |
application runs, and can cause existing save-data to be overwritten | |
at unexpected times, with data from other devices. (Windows Phone apps | |
written with SDL 2.0.3 did not utilize a Roaming folder, due to API | |
restrictions in Windows Phone 8.0). | |
SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by: | |
1. making sure that SDL_GetPrefPath() returns a directory in which data | |
can be written to immediately, without first needing to create directories. | |
2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the | |
contents of which do not automatically get synchronized across devices | |
(and which require less work to use safely, in terms of data integrity). | |
Apps that wish to get their Roaming folder's path can do so either by using | |
SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a | |
UCS-2/wide-char string), or directly through the WinRT class, | |
Windows.Storage.ApplicationData. | |
Setup, High-Level Steps | |
----------------------- | |
The steps for setting up a project for an SDL/WinRT app looks like the | |
following, at a high-level: | |
1. create a new Visual C++ project using Microsoft's template for a, | |
"Direct3D App". | |
2. remove most of the files from the project. | |
3. make your app's project directly reference SDL/WinRT's own Visual C++ | |
project file, via use of Visual C++'s "References" dialog. This will setup | |
the linker, and will copy SDL's .dll files to your app's final output. | |
4. adjust your app's build settings, at minimum, telling it where to find SDL's | |
header files. | |
5. add files that contains a WinRT-appropriate main function, along with some | |
data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls) | |
work properly. | |
6. add SDL-specific app code. | |
7. build and run your app. | |
Setup, Detailed Steps | |
--------------------- | |
### 1. Create a new project ### | |
Create a new project using one of Visual C++'s templates for a plain, non-XAML, | |
"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you | |
don't see one of these templates, in Visual C++'s 'New Project' dialog, try | |
using the textbox titled, 'Search Installed Templates' to look for one. | |
### 2. Remove unneeded files from the project ### | |
In the new project, delete any file that has one of the following extensions: | |
- .cpp | |
- .h | |
- .hlsl | |
When you are done, you should be left with a few files, each of which will be a | |
necessary part of your app's project. These files will consist of: | |
- an .appxmanifest file, which contains metadata on your WinRT app. This is | |
similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android. | |
- a few .png files, one of which is a splash screen (displayed when your app | |
launches), others are app icons. | |
- a .pfx file, used for code signing purposes. | |
### 3. Add references to SDL's project files ### | |
SDL/WinRT can be built in multiple variations, spanning across three different | |
CPU architectures (x86, x64, and ARM) and two different configurations | |
(Debug and Release). WinRT and Visual C++ do not currently provide a means | |
for combining multiple variations of one library into a single file. | |
Furthermore, it does not provide an easy means for copying pre-built .dll files | |
into your app's final output (via Post-Build steps, for example). It does, | |
however, provide a system whereby an app can reference the MSVC projects of | |
libraries such that, when the app is built: | |
1. each library gets built for the appropriate CPU architecture(s) and WinRT | |
platform(s). | |
2. each library's output, such as .dll files, get copied to the app's build | |
output. | |
To set this up for SDL/WinRT, you'll need to run through the following steps: | |
1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then | |
"Solution Explorer") | |
2. right click on your app's solution. | |
3. navigate to "Add", then to "Existing Project..." | |
4. find SDL/WinRT's Visual C++ project file and open it. Different project | |
files exist for different WinRT platforms. All of them are in SDL's | |
source distribution, in the following directories: | |
* `VisualC-WinRT/UWP_VS2015/` - for Windows 10 / UWP apps | |
* `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps | |
* `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps | |
* `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps | |
5. once the project has been added, right-click on your app's project and | |
select, "References..." | |
6. click on the button titled, "Add New Reference..." | |
7. check the box next to SDL | |
8. click OK to close the dialog | |
9. SDL will now show up in the list of references. Click OK to close that | |
dialog. | |
Your project is now linked to SDL's project, insofar that when the app is | |
built, SDL will be built as well, with its build output getting included with | |
your app. | |
### 4. Adjust Your App's Build Settings ### | |
Some build settings need to be changed in your app's project. This guide will | |
outline the following: | |
- making sure that the compiler knows where to find SDL's header files | |
- **Optional for C++, but NECESSARY for compiling C code:** telling the | |
compiler not to use Microsoft's C++ extensions for WinRT development. | |
- **Optional:** telling the compiler not generate errors due to missing | |
precompiled header files. | |
To change these settings: | |
1. right-click on the project | |
2. choose "Properties" | |
3. in the drop-down box next to "Configuration", choose, "All Configurations" | |
4. in the drop-down box next to "Platform", choose, "All Platforms" | |
5. in the left-hand list, expand the "C/C++" section | |
6. select "General" | |
7. edit the "Additional Include Directories" setting, and add a path to SDL's | |
"include" directory | |
8. **Optional: to enable compilation of C code:** change the setting for | |
"Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're | |
working with a completely C++ based project, this step can usually be | |
omitted. | |
9. **Optional: to disable precompiled headers (which can produce | |
'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand | |
list, select "Precompiled Headers", then change the setting for "Precompiled | |
Header" from "Use (/Yu)" to "Not Using Precompiled Headers". | |
10. close the dialog, saving settings, by clicking the "OK" button | |
### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ### | |
A few files should be included directly in your app's MSVC project, specifically: | |
1. a WinRT-appropriate main function (which is different than main() functions on | |
other platforms) | |
2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor | |
(if and when the app needs to do so). *If this cursor resource is not | |
included, mouse-position reporting may fail if and when the cursor is | |
hidden, due to possible bugs/design-oddities in Windows itself.* | |
To include these files for C/C++ projects: | |
1. right-click on your project (again, in Visual C++'s Solution Explorer), | |
navigate to "Add", then choose "Existing Item...". | |
2. navigate to the directory containing SDL's source code, then into its | |
subdirectory, 'src/main/winrt/'. Select, then add, the following files: | |
- `SDL_winrt_main_NonXAML.cpp` | |
- `SDL2-WinRTResources.rc` | |
- `SDL2-WinRTResource_BlankCursor.cur` | |
3. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your | |
project), then click on "Properties...". | |
4. in the drop-down box next to "Configuration", choose, "All Configurations" | |
5. in the drop-down box next to "Platform", choose, "All Platforms" | |
6. in the left-hand list, click on "C/C++" | |
7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)". | |
8. click the OK button. This will close the dialog. | |
**NOTE: C++/CX compilation is currently required in at least one file of your | |
app's project. This is to make sure that Visual C++'s linker builds a 'Windows | |
Metadata' file (.winmd) for your app. Not doing so can lead to build errors.** | |
For non-C++ projects, you will need to call SDL_WinRTRunApp from your language's | |
main function, and generate SDL2-WinRTResources.res manually by using `rc` via | |
the Developer Command Prompt and including it as a <Win32Resource> within the | |
first <PropertyGroup> block in your Visual Studio project file. | |
### 6. Add app code and assets ### | |
At this point, you can add in SDL-specific source code. Be sure to include a | |
C-style main function (ie: `int main(int argc, char *argv[])`). From there you | |
should be able to create a single `SDL_Window` (WinRT apps can only have one | |
window, at present), as well as an `SDL_Renderer`. Direct3D will be used to | |
draw content. Events are received via SDL's usual event functions | |
(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets, | |
you can start adding them to the project now. If not, or if you would like to | |
make sure that you're setup correctly, some short and simple sample code is | |
provided below. | |
#### 6.A. ... when creating a new app #### | |
If you are creating a new app (rather than porting an existing SDL-based app), | |
or if you would just like a simple app to test SDL/WinRT with before trying to | |
get existing code working, some working SDL/WinRT code is provided below. To | |
set this up: | |
1. right click on your app's project | |
2. select Add, then New Item. An "Add New Item" dialog will show up. | |
3. from the left-hand list, choose "Visual C++" | |
4. from the middle/main list, choose "C++ File (.cpp)" | |
5. near the bottom of the dialog, next to "Name:", type in a name for your | |
source file, such as, "main.cpp". | |
6. click on the Add button. This will close the dialog, add the new file to | |
your project, and open the file in Visual C++'s text editor. | |
7. Copy and paste the following code into the new file, then save it. | |
#include <SDL.h> | |
int main(int argc, char **argv) | |
{ | |
SDL_DisplayMode mode; | |
SDL_Window * window = NULL; | |
SDL_Renderer * renderer = NULL; | |
SDL_Event evt; | |
if (SDL_Init(SDL_INIT_VIDEO) != 0) { | |
return 1; | |
} | |
if (SDL_GetCurrentDisplayMode(0, &mode) != 0) { | |
return 1; | |
} | |
if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) { | |
return 1; | |
} | |
while (1) { | |
while (SDL_PollEvent(&evt)) { | |
} | |
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); | |
SDL_RenderClear(renderer); | |
SDL_RenderPresent(renderer); | |
} | |
} | |
#### 6.B. Adding code and assets #### | |
If you have existing code and assets that you'd like to add, you should be able | |
to add them now. The process for adding a set of files is as such. | |
1. right click on the app's project | |
2. select Add, then click on "New Item..." | |
3. open any source, header, or asset files as appropriate. Support for C and | |
C++ is available. | |
Do note that WinRT only supports a subset of the APIs that are available to | |
Win32-based apps. Many portions of the Win32 API and the C runtime are not | |
available. | |
A list of unsupported C APIs can be found at | |
<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx> | |
General information on using the C runtime in WinRT can be found at | |
<https://msdn.microsoft.com/en-us/library/hh972425.aspx> | |
A list of supported Win32 APIs for WinRT apps can be found at | |
<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note, | |
the list of supported Win32 APIs for Windows Phone 8.0 is different. | |
That list can be found at | |
<http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx> | |
### 7. Build and run your app ### | |
Your app project should now be setup, and you should be ready to build your app. | |
To run it on the local machine, open the Debug menu and choose "Start | |
Debugging". This will build your app, then run your app full-screen. To switch | |
out of your app, press the Windows key. Alternatively, you can choose to run | |
your app in a window. To do this, before building and running your app, find | |
the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand | |
this by clicking on the arrow on the right side of the list, then click on | |
Simulator. Once you do that, any time you build and run the app, the app will | |
launch in window, rather than full-screen. | |
#### 7.A. Running apps on older, ARM-based, "Windows RT" devices #### | |
**These instructions do not include Windows Phone, despite Windows Phone | |
typically running on ARM processors.** They are specifically for devices | |
that use the "Windows RT" operating system, which was a modified version of | |
Windows 8.x that ran primarily on ARM-based tablet computers. | |
To build and run the app on ARM-based, "Windows RT" devices, you'll need to: | |
- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and | |
debugs ARM-based apps via IP networks. | |
- change a few options on the development machine, both to make sure it builds | |
for ARM (rather than x86 or x64), and to make sure it knows how to find the | |
Windows RT device (on the network). | |
Microsoft's Remote Debugger can be found at | |
<https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note | |
that separate versions of this debugger exist for different versions of Visual | |
C++, one each for MSVC 2015, 2013, and 2012. | |
To setup Visual C++ to launch your app on an ARM device: | |
1. make sure the Remote Debugger is running on your ARM device, and that it's on | |
the same IP network as your development machine. | |
2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click | |
it, then change the value to "ARM". | |
3. make sure Visual C++ knows the hostname or IP address of the ARM device. To | |
do this: | |
1. open the app project's properties | |
2. select "Debugging" | |
3. next to "Machine Name", enter the hostname or IP address of the ARM | |
device | |
4. if, and only if, you've turned off authentication in the Remote Debugger, | |
then change the setting for "Require Authentication" to No | |
5. click "OK" | |
4. build and run the app (from Visual C++). The first time you do this, a | |
prompt will show up on the ARM device, asking for a Microsoft Account. You | |
do, unfortunately, need to log in here, and will need to follow the | |
subsequent registration steps in order to launch the app. After you do so, | |
if the app didn't already launch, try relaunching it again from within Visual | |
C++. | |
Troubleshooting | |
--------------- | |
#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'" | |
Try adding the following to your linker flags. In MSVC, this can be done by | |
right-clicking on the app project, navigating to Configuration Properties -> | |
Linker -> Command Line, then adding them to the Additional Options | |
section. | |
* For Release builds / MSVC-Configurations, add: | |
/nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib | |
* For Debug builds / MSVC-Configurations, add: | |
/nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib | |
#### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values | |
This may be caused by a bug in Windows itself, whereby hiding the mouse | |
cursor can cause mouse-position reporting to fail. | |
SDL provides a workaround for this, but it requires that an app links to a | |
set of Win32-style cursor image-resource files. A copy of suitable resource | |
files can be found in `src/main/winrt/`. Adding them to an app's Visual C++ | |
project file should be sufficient to get the app to use them. | |
#### SDL's Visual Studio project file fails to open, with message, "The system can't find the file specified." | |
This can be caused for any one of a few reasons, which Visual Studio can | |
report, but won't always do so in an up-front manner. | |
To help determine why this error comes up: | |
1. open a copy of Visual Studio without opening a project file. This can be | |
accomplished via Windows' Start Menu, among other means. | |
2. show Visual Studio's Output window. This can be done by going to VS' | |
menu bar, then to View, and then to Output. | |
3. try opening the SDL project file directly by going to VS' menu bar, then | |
to File, then to Open, then to Project/Solution. When a File-Open dialog | |
appears, open the SDL project (such as the one in SDL's source code, in its | |
directory, VisualC-WinRT/UWP_VS2015/). | |
4. after attempting to open SDL's Visual Studio project file, additional error | |
information will be output to the Output window. | |
If Visual Studio reports (via its Output window) that the project: | |
"could not be loaded because it's missing install components. To fix this launch Visual Studio setup with the following selections: | |
Microsoft.VisualStudio.ComponentGroup.UWP.VC" | |
... then you will need to re-launch Visual Studio's installer, and make sure that | |
the workflow for "Universal Windows Platform development" is checked, and that its | |
optional component, "C++ Universal Windows Platform tools" is also checked. While | |
you are there, if you are planning on targeting UWP / Windows 10, also make sure | |
that you check the optional component, "Windows 10 SDK (10.0.10240.0)". After | |
making sure these items are checked as-appropriate, install them. | |
Once you install these components, try re-launching Visual Studio, and re-opening | |
the SDL project file. If you still get the error dialog, try using the Output | |
window, again, seeing what Visual Studio says about it. | |
#### Game controllers / joysticks aren't working! | |
Windows only permits certain game controllers and joysticks to work within | |
WinRT / UWP apps. Even if a game controller or joystick works in a Win32 | |
app, that device is not guaranteed to work inside a WinRT / UWP app. | |
According to Microsoft, "Xbox compatible controllers" should work inside | |
UWP apps, potentially with more working in the future. This includes, but | |
may not be limited to, Microsoft-made Xbox controllers and USB adapters. | |
(Source: https://social.msdn.microsoft.com/Forums/en-US/9064838b-e8c3-4c18-8a83-19bf0dfe150d/xinput-fails-to-detect-game-controllers?forum=wpdevelop) | |