README-winrt.md (25611B)
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 8Some of the operating systems that include WinRT, are: 9 10* Windows 10, via its Universal Windows Platform (UWP) APIs 11* Windows 8.x 12* Windows RT 8.x (aka. Windows 8.x for ARM processors) 13* Windows Phone 8.x 14 15 16Requirements 17------------ 18 19* Microsoft Visual C++ (aka Visual Studio), either 2017, 2015, 2013, or 2012 20 - Free, "Community" or "Express" editions may be used, so long as they 21 include support for either "Windows Store" or "Windows Phone" apps. 22 "Express" versions marked as supporting "Windows Desktop" development 23 typically do not include support for creating WinRT apps, to note. 24 (The "Community" editions of Visual C++ do, however, support both 25 desktop/Win32 and WinRT development). 26 - Visual Studio 2017 can be used, however it is recommended that you install 27 the Visual C++ 2015 build tools. These build tools can be installed 28 using VS 2017's installer. Be sure to also install the workload for 29 "Universal Windows Platform development", its optional component, the 30 "C++ Universal Windows Platform tools", and for UWP / Windows 10 31 development, the "Windows 10 SDK (10.0.10240.0)". Please note that 32 targeting UWP / Windows 10 apps from development machine(s) running 33 earlier versions of Windows, such as Windows 7, is not always supported 34 by Visual Studio, and you may get error(s) when attempting to do so. 35 - Visual C++ 2012 can only build apps that target versions 8.0 of Windows, 36 or Windows Phone. 8.0-targeted apps will run on devices running 8.1 37 editions of Windows, however they will not be able to take advantage of 38 8.1-specific features. 39 - Visual C++ 2013 cannot create app projects that target Windows 8.0. 40 Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0, 41 Windows Phone 8.1, and Windows 8.1, but not Windows 8.0. An optional 42 Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8", 43 allows Visual C++ 2013 to load and build Windows 8.0 projects that were 44 created with Visual C++ 2012, so long as Visual C++ 2012 is installed 45 on the same machine. More details on targeting different versions of 46 Windows can found at the following web pages: 47 - [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx) 48 - [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools) 49* A valid Microsoft account - This requirement is not imposed by SDL, but 50 rather by Microsoft's Visual C++ toolchain. This is required to launch or 51 debug apps. 52 53 54Status 55------ 56 57Here is a rough list of what works, and what doesn't: 58 59* What works: 60 * compilation via Visual C++ 2012 through 2015 61 * compile-time platform detection for SDL programs. The C/C++ #define, 62 `__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT. 63 * GPU-accelerated 2D rendering, via SDL_Renderer. 64 * OpenGL ES 2, via the ANGLE library (included separately from SDL) 65 * software rendering, via either SDL_Surface (optionally in conjunction with 66 SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the 67 SDL_Renderer APIs 68 * threads 69 * timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(), 70 SDL_GetPerformanceFrequency(), etc.) 71 * file I/O via SDL_RWops 72 * mouse input (unsupported on Windows Phone) 73 * audio, via SDL's WASAPI backend (if you want to record, your app must 74 have "Microphone" capabilities enabled in its manifest, and the user must 75 not have blocked access. Otherwise, capture devices will fail to work, 76 presenting as a device disconnect shortly after opening it.) 77 * .DLL file loading. Libraries *MUST* be packaged inside applications. Loading 78 anything outside of the app is not supported. 79 * system path retrieval via SDL's filesystem APIs 80 * game controllers. Support is provided via the SDL_Joystick and 81 SDL_GameController APIs, and is backed by Microsoft's XInput API. Please 82 note, however, that Windows limits game-controller support in UWP apps to, 83 "Xbox compatible controllers" (many controllers that work in Win32 apps, 84 do not work in UWP, due to restrictions in UWP itself.) 85 * multi-touch input 86 * app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as 87 appropriate. 88 * window events 89 * using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can 90 choose to render content directly via Direct3D, using SDL to manage the 91 internal WinRT window, as well as input and audio. (Use 92 SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into 93 IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.) 94 95* What partially works: 96 * keyboard input. Most of WinRT's documented virtual keys are supported, as 97 well as many keys with documented hardware scancodes. Converting 98 SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs 99 (MapVirtualKey()) in Microsoft's Windows Store / UWP APIs. 100 * SDLmain. WinRT uses a different signature for each app's main() function. 101 SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp 102 (in `SDL\src\main\winrt\`) directly in order for their C-style main() 103 functions to be called. 104 105* What doesn't work: 106 * compilation with anything other than Visual C++ 107 * programmatically-created custom cursors. These don't appear to be supported 108 by WinRT. Different OS-provided cursors can, however, be created via 109 SDL_CreateSystemCursor() (unsupported on Windows Phone) 110 * SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently 111 supported by WinRT itself. 112 * joysticks and game controllers that either are not supported by 113 Microsoft's XInput API, or are not supported within UWP apps (many 114 controllers that work in Win32, do not work in UWP, due to restrictions in 115 UWP itself). 116 * turning off VSync when rendering on Windows Phone. Attempts to turn VSync 117 off on Windows Phone result either in Direct3D not drawing anything, or it 118 forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get 119 turned-on on Windows Phone. This limitation is not present in non-Phone 120 WinRT (such as Windows 8.x), where turning off VSync appears to work. 121 * probably anything else that's not listed as supported 122 123 124 125Upgrade Notes 126------------- 127 128#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3 129 130SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath(). 131The fixes may affect older, SDL 2.0.3-based apps' save data. Please note 132that these changes only apply to SDL-based WinRT apps, and not to apps for 133any other platform. 134 1351. SDL_GetPrefPath() would return an invalid path, one in which the path's 136 directory had not been created. Attempts to create files there 137 (via fopen(), for example), would fail, unless that directory was 138 explicitly created beforehand. 139 1402. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside 141 a WinRT 'Roaming' folder, the contents of which get automatically 142 synchronized across multiple devices. This process can occur while an 143 application runs, and can cause existing save-data to be overwritten 144 at unexpected times, with data from other devices. (Windows Phone apps 145 written with SDL 2.0.3 did not utilize a Roaming folder, due to API 146 restrictions in Windows Phone 8.0). 147 148 149SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by: 150 1511. making sure that SDL_GetPrefPath() returns a directory in which data 152 can be written to immediately, without first needing to create directories. 153 1542. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the 155 contents of which do not automatically get synchronized across devices 156 (and which require less work to use safely, in terms of data integrity). 157 158Apps that wish to get their Roaming folder's path can do so either by using 159SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a 160UCS-2/wide-char string), or directly through the WinRT class, 161Windows.Storage.ApplicationData. 162 163 164 165Setup, High-Level Steps 166----------------------- 167 168The steps for setting up a project for an SDL/WinRT app looks like the 169following, at a high-level: 170 1711. create a new Visual C++ project using Microsoft's template for a, 172 "Direct3D App". 1732. remove most of the files from the project. 1743. make your app's project directly reference SDL/WinRT's own Visual C++ 175 project file, via use of Visual C++'s "References" dialog. This will setup 176 the linker, and will copy SDL's .dll files to your app's final output. 1774. adjust your app's build settings, at minimum, telling it where to find SDL's 178 header files. 1795. add files that contains a WinRT-appropriate main function, along with some 180 data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls) 181 work properly. 1826. add SDL-specific app code. 1837. build and run your app. 184 185 186Setup, Detailed Steps 187--------------------- 188 189### 1. Create a new project ### 190 191Create a new project using one of Visual C++'s templates for a plain, non-XAML, 192"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you 193don't see one of these templates, in Visual C++'s 'New Project' dialog, try 194using the textbox titled, 'Search Installed Templates' to look for one. 195 196 197### 2. Remove unneeded files from the project ### 198 199In the new project, delete any file that has one of the following extensions: 200 201- .cpp 202- .h 203- .hlsl 204 205When you are done, you should be left with a few files, each of which will be a 206necessary part of your app's project. These files will consist of: 207 208- an .appxmanifest file, which contains metadata on your WinRT app. This is 209 similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android. 210- a few .png files, one of which is a splash screen (displayed when your app 211 launches), others are app icons. 212- a .pfx file, used for code signing purposes. 213 214 215### 3. Add references to SDL's project files ### 216 217SDL/WinRT can be built in multiple variations, spanning across three different 218CPU architectures (x86, x64, and ARM) and two different configurations 219(Debug and Release). WinRT and Visual C++ do not currently provide a means 220for combining multiple variations of one library into a single file. 221Furthermore, it does not provide an easy means for copying pre-built .dll files 222into your app's final output (via Post-Build steps, for example). It does, 223however, provide a system whereby an app can reference the MSVC projects of 224libraries such that, when the app is built: 225 2261. each library gets built for the appropriate CPU architecture(s) and WinRT 227 platform(s). 2282. each library's output, such as .dll files, get copied to the app's build 229 output. 230 231To set this up for SDL/WinRT, you'll need to run through the following steps: 232 2331. open up the Solution Explorer inside Visual C++ (under the "View" menu, then 234 "Solution Explorer") 2352. right click on your app's solution. 2363. navigate to "Add", then to "Existing Project..." 2374. find SDL/WinRT's Visual C++ project file and open it. Different project 238 files exist for different WinRT platforms. All of them are in SDL's 239 source distribution, in the following directories: 240 * `VisualC-WinRT/UWP_VS2015/` - for Windows 10 / UWP apps 241 * `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps 242 * `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps 243 * `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps 2445. once the project has been added, right-click on your app's project and 245 select, "References..." 2466. click on the button titled, "Add New Reference..." 2477. check the box next to SDL 2488. click OK to close the dialog 2499. SDL will now show up in the list of references. Click OK to close that 250 dialog. 251 252Your project is now linked to SDL's project, insofar that when the app is 253built, SDL will be built as well, with its build output getting included with 254your app. 255 256 257### 4. Adjust Your App's Build Settings ### 258 259Some build settings need to be changed in your app's project. This guide will 260outline the following: 261 262- making sure that the compiler knows where to find SDL's header files 263- **Optional for C++, but NECESSARY for compiling C code:** telling the 264 compiler not to use Microsoft's C++ extensions for WinRT development. 265- **Optional:** telling the compiler not generate errors due to missing 266 precompiled header files. 267 268To change these settings: 269 2701. right-click on the project 2712. choose "Properties" 2723. in the drop-down box next to "Configuration", choose, "All Configurations" 2734. in the drop-down box next to "Platform", choose, "All Platforms" 2745. in the left-hand list, expand the "C/C++" section 2756. select "General" 2767. edit the "Additional Include Directories" setting, and add a path to SDL's 277 "include" directory 2788. **Optional: to enable compilation of C code:** change the setting for 279 "Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're 280 working with a completely C++ based project, this step can usually be 281 omitted. 2829. **Optional: to disable precompiled headers (which can produce 283 'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand 284 list, select "Precompiled Headers", then change the setting for "Precompiled 285 Header" from "Use (/Yu)" to "Not Using Precompiled Headers". 28610. close the dialog, saving settings, by clicking the "OK" button 287 288 289### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ### 290 291A few files should be included directly in your app's MSVC project, specifically: 2921. a WinRT-appropriate main function (which is different than main() functions on 293 other platforms) 2942. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor 295 (if and when the app needs to do so). *If this cursor resource is not 296 included, mouse-position reporting may fail if and when the cursor is 297 hidden, due to possible bugs/design-oddities in Windows itself.* 298 299To include these files for C/C++ projects: 300 3011. right-click on your project (again, in Visual C++'s Solution Explorer), 302 navigate to "Add", then choose "Existing Item...". 3032. navigate to the directory containing SDL's source code, then into its 304 subdirectory, 'src/main/winrt/'. Select, then add, the following files: 305 - `SDL_winrt_main_NonXAML.cpp` 306 - `SDL2-WinRTResources.rc` 307 - `SDL2-WinRTResource_BlankCursor.cur` 3083. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your 309 project), then click on "Properties...". 3104. in the drop-down box next to "Configuration", choose, "All Configurations" 3115. in the drop-down box next to "Platform", choose, "All Platforms" 3126. in the left-hand list, click on "C/C++" 3137. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)". 3148. click the OK button. This will close the dialog. 315 316**NOTE: C++/CX compilation is currently required in at least one file of your 317app's project. This is to make sure that Visual C++'s linker builds a 'Windows 318Metadata' file (.winmd) for your app. Not doing so can lead to build errors.** 319 320For non-C++ projects, you will need to call SDL_WinRTRunApp from your language's 321main function, and generate SDL2-WinRTResources.res manually by using `rc` via 322the Developer Command Prompt and including it as a <Win32Resource> within the 323first <PropertyGroup> block in your Visual Studio project file. 324 325### 6. Add app code and assets ### 326 327At this point, you can add in SDL-specific source code. Be sure to include a 328C-style main function (ie: `int main(int argc, char *argv[])`). From there you 329should be able to create a single `SDL_Window` (WinRT apps can only have one 330window, at present), as well as an `SDL_Renderer`. Direct3D will be used to 331draw content. Events are received via SDL's usual event functions 332(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets, 333you can start adding them to the project now. If not, or if you would like to 334make sure that you're setup correctly, some short and simple sample code is 335provided below. 336 337 338#### 6.A. ... when creating a new app #### 339 340If you are creating a new app (rather than porting an existing SDL-based app), 341or if you would just like a simple app to test SDL/WinRT with before trying to 342get existing code working, some working SDL/WinRT code is provided below. To 343set this up: 344 3451. right click on your app's project 3462. select Add, then New Item. An "Add New Item" dialog will show up. 3473. from the left-hand list, choose "Visual C++" 3484. from the middle/main list, choose "C++ File (.cpp)" 3495. near the bottom of the dialog, next to "Name:", type in a name for your 350source file, such as, "main.cpp". 3516. click on the Add button. This will close the dialog, add the new file to 352your project, and open the file in Visual C++'s text editor. 3537. Copy and paste the following code into the new file, then save it. 354 355 356 #include <SDL.h> 357 358 int main(int argc, char **argv) 359 { 360 SDL_DisplayMode mode; 361 SDL_Window * window = NULL; 362 SDL_Renderer * renderer = NULL; 363 SDL_Event evt; 364 365 if (SDL_Init(SDL_INIT_VIDEO) != 0) { 366 return 1; 367 } 368 369 if (SDL_GetCurrentDisplayMode(0, &mode) != 0) { 370 return 1; 371 } 372 373 if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) { 374 return 1; 375 } 376 377 while (1) { 378 while (SDL_PollEvent(&evt)) { 379 } 380 381 SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); 382 SDL_RenderClear(renderer); 383 SDL_RenderPresent(renderer); 384 } 385 } 386 387 388#### 6.B. Adding code and assets #### 389 390If you have existing code and assets that you'd like to add, you should be able 391to add them now. The process for adding a set of files is as such. 392 3931. right click on the app's project 3942. select Add, then click on "New Item..." 3953. open any source, header, or asset files as appropriate. Support for C and 396C++ is available. 397 398Do note that WinRT only supports a subset of the APIs that are available to 399Win32-based apps. Many portions of the Win32 API and the C runtime are not 400available. 401 402A list of unsupported C APIs can be found at 403<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx> 404 405General information on using the C runtime in WinRT can be found at 406<https://msdn.microsoft.com/en-us/library/hh972425.aspx> 407 408A list of supported Win32 APIs for WinRT apps can be found at 409<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note, 410the list of supported Win32 APIs for Windows Phone 8.0 is different. 411That list can be found at 412<http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx> 413 414 415### 7. Build and run your app ### 416 417Your app project should now be setup, and you should be ready to build your app. 418To run it on the local machine, open the Debug menu and choose "Start 419Debugging". This will build your app, then run your app full-screen. To switch 420out of your app, press the Windows key. Alternatively, you can choose to run 421your app in a window. To do this, before building and running your app, find 422the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand 423this by clicking on the arrow on the right side of the list, then click on 424Simulator. Once you do that, any time you build and run the app, the app will 425launch in window, rather than full-screen. 426 427 428#### 7.A. Running apps on older, ARM-based, "Windows RT" devices #### 429 430**These instructions do not include Windows Phone, despite Windows Phone 431typically running on ARM processors.** They are specifically for devices 432that use the "Windows RT" operating system, which was a modified version of 433Windows 8.x that ran primarily on ARM-based tablet computers. 434 435To build and run the app on ARM-based, "Windows RT" devices, you'll need to: 436 437- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and 438 debugs ARM-based apps via IP networks. 439- change a few options on the development machine, both to make sure it builds 440 for ARM (rather than x86 or x64), and to make sure it knows how to find the 441 Windows RT device (on the network). 442 443Microsoft's Remote Debugger can be found at 444<https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note 445that separate versions of this debugger exist for different versions of Visual 446C++, one each for MSVC 2015, 2013, and 2012. 447 448To setup Visual C++ to launch your app on an ARM device: 449 4501. make sure the Remote Debugger is running on your ARM device, and that it's on 451 the same IP network as your development machine. 4522. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click 453 it, then change the value to "ARM". 4543. make sure Visual C++ knows the hostname or IP address of the ARM device. To 455 do this: 456 1. open the app project's properties 457 2. select "Debugging" 458 3. next to "Machine Name", enter the hostname or IP address of the ARM 459 device 460 4. if, and only if, you've turned off authentication in the Remote Debugger, 461 then change the setting for "Require Authentication" to No 462 5. click "OK" 4634. build and run the app (from Visual C++). The first time you do this, a 464 prompt will show up on the ARM device, asking for a Microsoft Account. You 465 do, unfortunately, need to log in here, and will need to follow the 466 subsequent registration steps in order to launch the app. After you do so, 467 if the app didn't already launch, try relaunching it again from within Visual 468 C++. 469 470 471Troubleshooting 472--------------- 473 474#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'" 475 476Try adding the following to your linker flags. In MSVC, this can be done by 477right-clicking on the app project, navigating to Configuration Properties -> 478Linker -> Command Line, then adding them to the Additional Options 479section. 480 481* For Release builds / MSVC-Configurations, add: 482 483 /nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib 484 485* For Debug builds / MSVC-Configurations, add: 486 487 /nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib 488 489 490#### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values 491 492This may be caused by a bug in Windows itself, whereby hiding the mouse 493cursor can cause mouse-position reporting to fail. 494 495SDL provides a workaround for this, but it requires that an app links to a 496set of Win32-style cursor image-resource files. A copy of suitable resource 497files can be found in `src/main/winrt/`. Adding them to an app's Visual C++ 498project file should be sufficient to get the app to use them. 499 500 501#### SDL's Visual Studio project file fails to open, with message, "The system can't find the file specified." 502 503This can be caused for any one of a few reasons, which Visual Studio can 504report, but won't always do so in an up-front manner. 505 506To help determine why this error comes up: 507 5081. open a copy of Visual Studio without opening a project file. This can be 509 accomplished via Windows' Start Menu, among other means. 5102. show Visual Studio's Output window. This can be done by going to VS' 511 menu bar, then to View, and then to Output. 5123. try opening the SDL project file directly by going to VS' menu bar, then 513 to File, then to Open, then to Project/Solution. When a File-Open dialog 514 appears, open the SDL project (such as the one in SDL's source code, in its 515 directory, VisualC-WinRT/UWP_VS2015/). 5164. after attempting to open SDL's Visual Studio project file, additional error 517 information will be output to the Output window. 518 519If Visual Studio reports (via its Output window) that the project: 520 521"could not be loaded because it's missing install components. To fix this launch Visual Studio setup with the following selections: 522Microsoft.VisualStudio.ComponentGroup.UWP.VC" 523 524... then you will need to re-launch Visual Studio's installer, and make sure that 525the workflow for "Universal Windows Platform development" is checked, and that its 526optional component, "C++ Universal Windows Platform tools" is also checked. While 527you are there, if you are planning on targeting UWP / Windows 10, also make sure 528that you check the optional component, "Windows 10 SDK (10.0.10240.0)". After 529making sure these items are checked as-appropriate, install them. 530 531Once you install these components, try re-launching Visual Studio, and re-opening 532the SDL project file. If you still get the error dialog, try using the Output 533window, again, seeing what Visual Studio says about it. 534 535 536#### Game controllers / joysticks aren't working! 537 538Windows only permits certain game controllers and joysticks to work within 539WinRT / UWP apps. Even if a game controller or joystick works in a Win32 540app, that device is not guaranteed to work inside a WinRT / UWP app. 541 542According to Microsoft, "Xbox compatible controllers" should work inside 543UWP apps, potentially with more working in the future. This includes, but 544may not be limited to, Microsoft-made Xbox controllers and USB adapters. 545(Source: https://social.msdn.microsoft.com/Forums/en-US/9064838b-e8c3-4c18-8a83-19bf0dfe150d/xinput-fails-to-detect-game-controllers?forum=wpdevelop) 546 547