4 This port allows SDL applications to run on Microsoft's platforms that require
5 use of "Windows Runtime", aka. "WinRT", APIs. WinRT apps are currently
6 full-screen only, and run in what Microsoft sometimes refers to as their
7 "Modern" (formerly, "Metro"), environment. For Windows 8.x, Microsoft may also
8 refer to them as "Windows Store" apps, due to them being distributed,
9 primarily, via a Microsoft-run online store (of the same name).
11 Some of the operating systems that include WinRT, are:
14 * Windows RT 8.x (aka. Windows 8.x for ARM processors)
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 can create Windows 8.0 apps,
34 to be loaded and built with non-Express editions of Visual C++ 2013. More
35 details on targeting different versions of Windows can found at the
37 - [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx)
38 - [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools)
39 * A valid Microsoft account - This requirement is not imposed by SDL, but
40 rather by Microsoft's Visual C++ toolchain. This is required to launch or
47 Here is a rough list of what works, and what doens't:
50 * compilation via Visual C++ 2012 and 2013
51 * compile-time platform detection for SDL programs. The C/C++ #define,
52 `__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
53 * GPU-accelerated 2D rendering, via SDL_Renderer.
54 * software rendering, via either SDL_Surface (optionally in conjunction with
55 SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
57 * threads. Significant chunks of Win32's threading APIs are not available in
58 WinRT. A new, SDL threading backend was built using C++11's threading APIs
59 (std::thread, std::mutex, std::condition_variable, etc.), which C or C++
60 programs alike can access via SDL's threading APIs. Support for thread
61 priorities is not, however, currently available, due to restrictions in
63 * timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
64 SDL_GetPerformanceFrequency(), etc.)
65 * file I/O via SDL_RWops
66 * mouse input (unsupported on Windows Phone)
67 * audio, via a modified version of SDL's XAudio2 backend
68 * .DLL file loading. Libraries must be packaged inside applications. Loading
69 anything outside of the app is not supported.
70 * system path retrieval via SDL's filesystem APIs
71 * game controllers. Support is provided via the SDL_Joystick and
72 SDL_GameController APIs, and is backed by Microsoft's XInput API.
74 * app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
76 * window events. SDL_WINDOWEVENT_MINIMIZED and SDL_WINDOWEVENT_RESTORED are
77 sent out on app suspend and resume, respectively. SDL_WINDOWEVENT_SHOWN and
78 SDL_WINDOWEVENT_HIDDEN are also sent, but not necessarily on app suspend or
79 resume, as WinRT treats these two concepts differently..
80 * using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can
81 choose to render content directly via Direct3D, using SDL to manage the
82 internal WinRT window, as well as input and audio. (Use
83 SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into
84 IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.)
86 * What partially works:
87 * keyboard input. Most of WinRT's documented virtual keys are supported, as
88 well as many keys with documented hardware scancodes.
89 * OpenGL. Experimental support for OpenGL ES 2 is available via the ANGLE
90 project, using either MS Open Technologies' repository, at
91 https://github.com/msopentech/angle (both the "winrt" and "future-dev"
92 branches are supported), or the official ANGLE repository, at
93 https://chromium.googlesource.com/angle/angle
94 * SDLmain. WinRT uses a different signature for each app's main() function.
95 SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
96 (in `SDL\src\main\winrt\`) directly in order for their C-style main()
97 functions to be called.
98 * XAML interoperability. This feature is currently experimental (there are
99 **many** known bugs in this, at present!), preliminary, and only for
100 Windows 8.x/RT at the moment. Windows Phone + XAML support is still
104 * compilation with anything other than Visual C++ 2012 or 2013
105 * programmatically-created custom cursors. These don't appear to be supported
106 by WinRT. Different OS-provided cursors can, however, be created via
107 SDL_CreateSystemCursor() (unsupported on Windows Phone)
108 * SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently
109 supported by WinRT itself.
110 * joysticks and game controllers that aren't supported by Microsoft's XInput
112 * probably anything else that's not listed as supported
117 Setup, High-Level Steps
118 -----------------------
120 The steps for setting up a project for an SDL/WinRT app looks like the
121 following, at a high-level:
123 1. create a new Visual C++ project using Microsoft's template for a,
125 2. remove most of the files from the project.
126 3. make your app's project directly reference SDL/WinRT's own Visual C++
127 project file, via use of Visual C++'s "References" dialog. This will setup
128 the linker, and will copy SDL's .dll files to your app's final output.
129 4. adjust your app's build settings, at minimum, telling it where to find SDL's
131 5. add a file that contains a WinRT-appropriate main function.
132 6. add SDL-specific app code.
133 7. build and run your app.
136 Setup, Detailed Steps
137 ---------------------
139 ### 1. Create a new project ###
141 Create a new project using one of Visual C++'s templates for a plain, non-XAML,
142 "Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you
143 don't see one of these templates, in Visual C++'s 'New Project' dialog, try
144 using the textbox titled, 'Search Installed Templates' to look for one.
147 ### 2. Remove unneeded files from the project ###
149 In the new project, delete any file that has one of the following extensions:
155 When you are done, you should be left with a few files, each of which will be a
156 necessary part of your app's project. These files will consist of:
158 - an .appxmanifest file, which contains metadata on your WinRT app. This is
159 similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
160 - a few .png files, one of which is a splash screen (displayed when your app
161 launches), others are app icons.
162 - a .pfx file, used for code signing purposes.
165 ### 3. Add references to SDL's project files ###
167 SDL/WinRT can be built in multiple variations, spanning across three different
168 CPU architectures (x86, x64, and ARM) and two different configurations
169 (Debug and Release). WinRT and Visual C++ do not currently provide a means
170 for combining multiple variations of one library into a single file.
171 Furthermore, it does not provide an easy means for copying pre-built .dll files
172 into your app's final output (via Post-Build steps, for example). It does,
173 however, provide a system whereby an app can reference the MSVC projects of
174 libraries such that, when the app is built:
176 1. each library gets built for the appropriate CPU architecture(s) and WinRT
178 2. each library's output, such as .dll files, get copied to the app's build
181 To set this up for SDL/WinRT, you'll need to run through the following steps:
183 1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
185 2. right click on your app's solution.
186 3. navigate to "Add", then to "Existing Project..."
187 4. find SDL/WinRT's Visual C++ project file and open it. Different project
188 files exist for different WinRT platforms. All of them are in SDL's
189 source distribution, in the following directories:
190 * `VisualC-WinRT/WinPhone80_VS2012/` - for Windows Phone 8.0 apps
191 * `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
192 * `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps
193 * `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps
194 5. once the project has been added, right-click on your app's project and
195 select, "References..."
196 6. click on the button titled, "Add New Reference..."
197 7. check the box next to SDL
198 8. click OK to close the dialog
199 9. SDL will now show up in the list of references. Click OK to close that
202 Your project is now linked to SDL's project, insofar that when the app is
203 built, SDL will be built as well, with its build output getting included with
207 ### 4. Adjust Your App's Build Settings ###
209 Some build settings need to be changed in your app's project. This guide will
210 outline the following:
212 - making sure that the compiler knows where to find SDL's header files
213 - **Optional for C++, but NECESSARY for compiling C code:** telling the
214 compiler not to use Microsoft's C++ extensions for WinRT development.
215 - **Optional:** telling the compiler not generate errors due to missing
216 precompiled header files.
218 To change these settings:
220 1. right-click on the project
221 2. choose "Properties"
222 3. in the drop-down box next to "Configuration", choose, "All Configurations"
223 4. in the drop-down box next to "Platform", choose, "All Platforms"
224 5. in the left-hand list, expand the "C/C++" section
226 7. edit the "Additional Include Directories" setting, and add a path to SDL's
228 8. **Optional: to enable compilation of C code:** change the setting for
229 "Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
230 working with a completely C++ based project, this step can usually be
232 9. **Optional: to disable precompiled headers (which can produce
233 'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
234 list, select "Precompiled Headers", then change the setting for "Precompiled
235 Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
236 10. close the dialog, saving settings, by clicking the "OK" button
239 ### 5. Add a WinRT-appropriate main function to the app. ###
241 C/C++-based WinRT apps do contain a `main` function that the OS will invoke when
242 the app starts launching. The parameters of WinRT main functions are different
243 than those found on other platforms, Win32 included. SDL/WinRT provides a
244 platform-appropriate main function that will perform these actions, setup key
245 portions of the app, then invoke a classic, C/C++-style main function (that take
246 in "argc" and "argv" parameters). The code for this file is contained inside
247 SDL's source distribution, under `src/main/winrt/SDL_winrt_main_NonXAML.cpp`.
248 You'll need to add this file, or a copy of it, to your app's project, and make
249 sure it gets compiled using a Microsoft-specific set of C++ extensions called
252 **NOTE: C++/CX compilation is currently required in at least one file of your
253 app's project. This is to make sure that Visual C++'s linker builds a 'Windows
254 Metadata' file (.winmd) for your app. Not doing so can lead to build errors.**
256 To include `SDL_winrt_main_NonXAML.cpp`:
258 1. right-click on your project (again, in Visual C++'s Solution Explorer),
259 navigate to "Add", then choose "Existing Item...".
260 2. open `SDL_winrt_main_NonXAML.cpp`, which is found inside SDL's source
261 distribution, under `src/main/winrt/`. Make sure that the open-file dialog
262 closes, either by double-clicking on the file, or single-clicking on it and
264 3. right-click on the file (as listed in your project), then click on
266 4. in the drop-down box next to "Configuration", choose, "All Configurations"
267 5. in the drop-down box next to "Platform", choose, "All Platforms"
268 6. in the left-hand list, click on "C/C++"
269 7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
270 8. click the OK button. This will close the dialog.
273 ### 6. Add app code and assets ###
275 At this point, you can add in SDL-specific source code. Be sure to include a
276 C-style main function (ie: `int main(int argc, char *argv[])`). From there you
277 should be able to create a single `SDL_Window` (WinRT apps can only have one
278 window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
279 draw content. Events are received via SDL's usual event functions
280 (`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
281 you can start adding them to the project now. If not, or if you would like to
282 make sure that you're setup correctly, some short and simple sample code is
286 #### 6.A. ... when creating a new app ####
288 If you are creating a new app (rather than porting an existing SDL-based app),
289 or if you would just like a simple app to test SDL/WinRT with before trying to
290 get existing code working, some working SDL/WinRT code is provided below. To
293 1. right click on your app's project
294 2. select Add, then New Item. An "Add New Item" dialog will show up.
295 3. from the left-hand list, choose "Visual C++"
296 4. from the middle/main list, choose "C++ File (.cpp)"
297 5. near the bottom of the dialog, next to "Name:", type in a name for your
298 source file, such as, "main.cpp".
299 6. click on the Add button. This will close the dialog, add the new file to
300 your project, and open the file in Visual C++'s text editor.
301 7. Copy and paste the following code into the new file, then save it.
306 int main(int argc, char **argv)
308 SDL_DisplayMode mode;
309 SDL_Window * window = NULL;
310 SDL_Renderer * renderer = NULL;
313 if (SDL_Init(SDL_INIT_VIDEO) != 0) {
317 if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
321 if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
326 while (SDL_PollEvent(&evt)) {
329 SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
330 SDL_RenderClear(renderer);
331 SDL_RenderPresent(renderer);
336 #### 6.B. Adding code and assets ####
338 If you have existing code and assets that you'd like to add, you should be able
339 to add them now. The process for adding a set of files is as such.
341 1. right click on the app's project
342 2. select Add, then click on "New Item..."
343 3. open any source, header, or asset files as appropriate. Support for C and
346 Do note that WinRT only supports a subset of the APIs that are available to
347 Win32-based apps. Many portions of the Win32 API and the C runtime are not
350 A list of unsupported C APIs can be found at
351 <http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
353 General information on using the C runtime in WinRT can be found at
354 <http://msdn.microsoft.com/en-us/LIBRARY/hh972425(v=vs.110).aspx>
356 A list of supported Win32 APIs for Windows 8/RT apps can be found at
357 <http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
358 the list of supported Win32 APIs for Windows Phone 8 development is different.
359 That list can be found at
360 <http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
363 ### 7. Build and run your app ###
365 Your app project should now be setup, and you should be ready to build your app.
366 To run it on the local machine, open the Debug menu and choose "Start
367 Debugging". This will build your app, then run your app full-screen. To switch
368 out of your app, press the Windows key. Alternatively, you can choose to run
369 your app in a window. To do this, before building and running your app, find
370 the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
371 this by clicking on the arrow on the right side of the list, then click on
372 Simulator. Once you do that, any time you build and run the app, the app will
373 launch in window, rather than full-screen.
376 #### 7.A. Running apps on ARM-based devices ####
378 To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
380 - install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
381 debugs ARM-based apps via IP networks.
382 - change a few options on the development machine, both to make sure it builds
383 for ARM (rather than x86 or x64), and to make sure it knows how to find the
384 Windows RT device (on the network).
386 Microsoft's Remote Debugger can be found at
387 <http://msdn.microsoft.com/en-us/library/vstudio/bt727f1t.aspx>. Please note
388 that separate versions of this debugger exist for different versions of Visual
389 C++, one for debugging with MSVC 2012, another for debugging with MSVC 2013.
391 To setup Visual C++ to launch your app on an ARM device:
393 1. make sure the Remote Debugger is running on your ARM device, and that it's on
394 the same IP network as your development machine.
395 2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
396 it, then change the value to "ARM".
397 3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
399 1. open the app project's properties
400 2. select "Debugging"
401 3. next to "Machine Name", enter the hostname or IP address of the ARM
403 4. if, and only if, you've turned off authentication in the Remote Debugger,
404 then change the setting for "Require Authentication" to No
406 4. build and run the app (from Visual C++). The first time you do this, a
407 prompt will show up on the ARM device, asking for a Microsoft Account. You
408 do, unfortunately, need to log in here, and will need to follow the
409 subsequent registration steps in order to launch the app. After you do so,
410 if the app didn't already launch, try relaunching it again from within Visual
417 #### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'"
419 Try adding the following to your linker flags. In MSVC, this can be done by
420 right-clicking on the app project, navigating to Configuration Properties ->
421 Linker -> Command Line, then adding them to the Additional Options
424 * For Release builds / MSVC-Configurations, add:
426 /nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib
428 * For Debug builds / MSVC-Configurations, add:
430 /nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib