4 SDL/WinRT layer allows SDL2-based applications to run on many of Microsoft's
5 platforms that utilize the "Windows Runtime" (aka "WinRT") APIs. WinRT apps
6 are currently always full-screen apps, run in what Microsoft calls their
7 "Modern" environment (aka. "Metro"), and are distributed via Microsoft-run
8 online stores. Some of the operating systems that support such apps include:
11 * Windows RT 8.x (aka. Windows 8.x for ARM processors)
14 To note, WinRT applications that run on Windows 8.x and/or Windows RT are often
15 called "Windows Store" apps.
21 * Microsoft Visual C++ (aka Visual Studio), either 2013 or 2012 versions
22 - Free, "Express" editions may be used, so long as they include support for
23 either "Windows Store" or "Windows Phone" apps. Versions marked as
24 supporting "Windows Desktop" development typically do not include support
25 for creating WinRT apps.
26 - Visual C++ 2012 can only build apps that target versions 8.0 of Windows, or
27 Windows Phone. 8.0-targetted apps will still run on devices running
28 8.1 editions of Windows, however they will not be able to take advantage of
29 8.1-specific features.
30 - Visual C++ 2013 can only create app projects that target 8.1 versions
31 of Windows, which do NOT run on 8.0 devices. An optional Visual Studio
32 add-in, "Tools for Maintaining Store apps for Windows 8", allows projects
33 that are created with Visual C++ 2012, which target 8.0 versions of Windows,
34 to be loaded and built with Visual C++ 2013. More details on this can be
35 found at the following web pages:
36 - [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx)
37 - [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools)
38 * A valid Microsoft account - This requirement is not imposed by SDL, but
39 rather by Microsoft's Visual C++ toolchain. This is required to launch or
43 Setup, High-Level Steps
44 -----------------------
46 The steps for setting up a project for an SDL/WinRT app looks like the
47 following, at a high-level:
49 1. create a new Visual C++ project using Microsoft's template for a,
51 2. remove most of the files from the project.
52 3. make your app's project directly reference SDL/WinRT's own Visual C++
53 project file, via use of Visual C++'s "References" dialog. This will setup
54 the linker, and will copy SDL's .dll files to your app's final output.
55 4. adjust your app's build settings, at minimum, telling it where to find SDL's
57 5. add a file that contains a WinRT-appropriate main function.
58 6. add SDL-specific app code.
59 7. build and run your app.
65 ### 1. Create a new project ###
67 Create a new project using one of Visual C++'s templates for a plain, non-XAML,
68 "Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you
69 don't see one of these templates, in Visual C++'s 'New Project' dialog, try
70 using the textbox titled, 'Search Installed Templates' to look for one.
73 ### 2. Remove unneeded files from the project ###
75 In the new project, delete any file that has one of the following extensions:
81 When you are done, you should be left with a few files, each of which will be a
82 necessary part of your app's project. These files will consist of:
84 - an .appxmanifest file, which contains metadata on your WinRT app. This is
85 similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
86 - a few .png files, one of which is a splash screen (displayed when your app
87 launches), others are app icons.
88 - a .pfx file, used for code signing purposes.
91 ### 3. Add references to SDL's project files ###
93 SDL/WinRT can be built in multiple variations, spanning across three different
94 CPU architectures (x86, x64, and ARM) and two different configurations
95 (Debug and Release). WinRT and Visual C++ do not currently provide a means
96 for combining multiple variations of one library into a single file.
97 Furthermore, it does not provide an easy means for copying pre-built .dll files
98 into your app's final output (via Post-Build steps, for example). It does,
99 however, provide a system whereby an app can reference the MSVC projects of
100 libraries such that, when the app is built:
102 1. each library gets built for the appropriate CPU architecture(s) and WinRT
104 2. each library's output, such as .dll files, get copied to the app's build
107 To set this up for SDL/WinRT, you'll need to run through the following steps:
109 1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
111 2. right click on your app's solution.
112 3. navigate to "Add", then to "Existing Project..."
113 4. find SDL/WinRT's Visual C++ project file and open it. Different project
114 files exist for different WinRT platforms. All of them are in SDL's
115 source distribution, in the following directories:
116 * `VisualC-WinRT/WinPhone80_VS2012/` - for Windows Phone 8.0 apps
117 * `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
118 * `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps
119 * `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps
120 5. once the project has been added, right-click on your app's project and
121 select, "References..."
122 6. click on the button titled, "Add New Reference..."
123 7. check the box next to SDL
124 8. click OK to close the dialog
125 9. SDL will now show up in the list of references. Click OK to close that
128 Your project is now linked to SDL's project, insofar that when the app is
129 built, SDL will be built as well, with its build output getting included with
133 ### 4. Adjust Your App's Build Settings ###
135 Some build settings need to be changed in your app's project. This guide will
136 outline the following:
138 - making sure that the compiler knows where to find SDL's header files
139 - **(optional for C++, but NECESSARY for compiling C code)** telling the
140 compiler not to use Microsoft's C++ extensions for WinRT development.
141 - **(OPTIONAL)** telling the compiler not generate errors due to missing
142 precompiled header files.
144 To change these settings:
146 1. right-click on the project
147 2. choose "Properties"
148 3. in the drop-down box next to "Configuration", choose, "All Configurations"
149 4. in the drop-down box next to "Platform", choose, "All Platforms"
150 5. in the left-hand list, expand the "C/C++" section
152 7. edit the "Additional Include Directories" setting, and add a path to SDL's
154 8. ***Optional: to enable compilation of C code:*** change the setting for
155 "Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
156 working with a completely C++ based project, this step can usually be
158 9. ***Optional: to disable precompiled headers (which can produce
159 'stdafx.h'-related build errors, if setup incorrectly:*** in the left-hand
160 list, select "Precompiled Headers", then change the setting for "Precompiled
161 Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
162 10. close the dialog, saving settings, by clicking the "OK" button
165 ### 5. Add a WinRT-appropriate main function to the app. ###
167 C/C++-based WinRT apps do contain a `main` function that the OS will invoke when
168 the app starts launching. The parameters of WinRT main functions are different
169 than those found on other platforms, Win32 included. SDL/WinRT provides a
170 platform-appropriate main function that will perform these actions, setup key
171 portions of the app, then invoke a classic, C/C++-style main function (that take
172 in "argc" and "argv" parameters). The code for this file is contained inside
173 SDL's source distribution, under `src/main/winrt/SDL_winrt_main_NonXAML.cpp`.
174 You'll need to add this file, or a copy of it, to your app's project, and make
175 sure it gets compiled using a Microsoft-specific set of C++ extensions called
178 ***NOTE: C++/CX compilation is currently required in at least one file of your
179 app's project. This is to make sure that Visual C++'s linker builds a 'Windows
180 Metadata' file (.winmd) for your app. Not doing so can lead to build errors.***
182 To include `SDL_winrt_main_NonXAML.cpp`:
184 1. right-click on your project (again, in Visual C++'s Solution Explorer),
185 navigate to "Add", then choose "Existing Item...".
186 2. open `SDL_winrt_main_NonXAML.cpp`, which is found inside SDL's source
187 distribution, under `src/main/winrt/`. Make sure that the open-file dialog
188 closes, either by double-clicking on the file, or single-clicking on it and
190 3. right-click on the file (as listed in your project), then click on
192 4. in the drop-down box next to "Configuration", choose, "All Configurations"
193 5. in the drop-down box next to "Platform", choose, "All Platforms"
194 6. in the left-hand list, click on "C/C++"
195 7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
196 8. click the OK button. This will close the dialog.
199 ### 6. Add app code and assets ###
201 At this point, you can add in SDL-specific source code. Be sure to include a
202 C-style main function (ie: `int main(int argc, char *argv[])`). From there you
203 should be able to create a single `SDL_Window` (WinRT apps can only have one
204 window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
205 draw content. Events are received via SDL's usual event functions
206 (`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
207 you can start adding them to the project now. If not, or if you would like to
208 make sure that you're setup correctly, some short and simple sample code is
212 #### 6.A. ... when creating a new app ####
214 If you are creating a new app (rather than porting an existing SDL-based app),
215 or if you would just like a simple app to test SDL/WinRT with before trying to
216 get existing code working, some working SDL/WinRT code is provided below. To
219 1. right click on your app's project
220 2. select Add, then New Item. An "Add New Item" dialog will show up.
221 3. from the left-hand list, choose "Visual C++"
222 4. from the middle/main list, choose "C++ File (.cpp)"
223 5. near the bottom of the dialog, next to "Name:", type in a name for your
224 source file, such as, "main.cpp".
225 6. click on the Add button. This will close the dialog, add the new file to
226 your project, and open the file in Visual C++'s text editor.
227 7. Copy and paste the following code into the new file (minus the , then save
233 int main(int argc, char **argv)
235 SDL_DisplayMode mode;
236 SDL_Window * window = NULL;
237 SDL_Renderer * renderer = NULL;
240 if (SDL_Init(SDL_INIT_VIDEO) != 0) {
244 if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
248 if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
253 while (SDL_PollEvent(&evt)) {
256 SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
257 SDL_RenderClear(renderer);
258 SDL_RenderPresent(renderer);
264 #### 6.B. Adding code and assets ####
266 If you have existing code and assets that you'd like to add, you should be able
267 to add them now. The process for adding a set of files is as such.
269 1. right click on the app's project
270 2. select Add, then click on "New Item..."
271 3. open any source, header, or asset files as appropriate. Support for C and
274 Do note that WinRT only supports a subset of the APIs that are available to
275 Win32-based apps. Many portions of the Win32 API and the C runtime are not
278 A list of unsupported C APIs can be found at
279 <http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
281 General information on using the C runtime in WinRT can be found at
282 <http://msdn.microsoft.com/en-us/LIBRARY/hh972425(v=vs.110).aspx>
284 A list of supported Win32 APIs for Windows 8/RT apps can be found at
285 <http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
286 the list of supported Win32 APIs for Windows Phone 8 development is different.
287 That list can be found at
288 <http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
291 ### 7. Build and run your app ###
293 Your app project should now be setup, and you should be ready to build your app.
294 To run it on the local machine, open the Debug menu and choose "Start
295 Debugging". This will build your app, then run your app full-screen. To switch
296 out of your app, press the Windows key. Alternatively, you can choose to run
297 your app in a window. To do this, before building and running your app, find
298 the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
299 this by clicking on the arrow on the right side of the list, then click on
300 Simulator. Once you do that, any time you build and run the app, the app will
301 launch in window, rather than full-screen.
304 #### 7.A. Running apps on ARM-based devices ####
306 To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
308 - install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
309 debugs ARM-based apps via IP networks.
310 - change a few options on the development machine, both to make sure it builds
311 for ARM (rather than x86 or x64), and to make sure it knows how to find the
312 Windows RT device (on the network).
314 Microsoft's Remote Debugger can be found at
315 <http://msdn.microsoft.com/en-us/library/vstudio/bt727f1t.aspx>. Please note
316 that separate versions of this debugger exist for different versions of Visual
317 C++, one for debugging with MSVC 2012, another for debugging with MSVC 2013.
319 To setup Visual C++ to launch your app on an ARM device:
321 1. make sure the Remote Debugger is running on your ARM device, and that it's on
322 the same IP network as your development machine.
323 2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
324 it, then change the value to "ARM".
325 3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
327 1. open the app project's properties
328 2. select "Debugging"
329 3. next to "Machine Name", enter the hostname or IP address of the ARM
331 4. if, and only if, you've turned off authentication in the Remote Debugger, then change the setting for "Require Authentication" to No
333 4. build and run the app (from Visual C++). The first time you do this, a
334 prompt will show up on the ARM device, asking for a Microsoft Account. You
335 do, unfortunately, need to log in here, and will need to follow the
336 subsequent registration steps in order to launch the app. After you do so,
337 if the app didn't already launch, try relaunching it again from within Visual
344 - Document details of SDL satellite library support
345 - Make [NuGet](https://www.nuget.org) packages for SDL/WinRT
346 - Create templates for both MSVC 2012 and MSVC 2013, and have the corresponding
347 VSIX packages either include pre-built copies of SDL, or reference binaries
348 available via MSVC's NuGet servers
349 - Write setup instructions that use MSVC 201x templates
350 - Write a list of caveats found in SDL/WinRT, such as APIs that don't work due
351 to platform restrictions, or things that need further work