cscg22-gearboy

CSCG 2022 Challenge 'Gearboy'
git clone https://git.sinitax.com/sinitax/cscg22-gearboy
Log | Files | Refs | sfeed.txt

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