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++ 2012 -- Free, "Express" editions may be used, so long
22 as they include support for either "Windows Store" or "Windows Phone" apps.
23 (NOTE: MSVC 2013 support is pending. 2012 projects may be converted to 2013
24 projects by MSVC, in the meantime.)
25 - A valid Microsoft account -- This requirement is not imposed by SDL, but
26 rather by Microsoft's Visual C++ toolchain. This is required to debug apps.
29 Setup, High-Level Steps
30 -----------------------
32 The steps for setting up a project for an SDL/WinRT app looks like the
33 following, at a high-level:
35 1. create a new Visual C++ project using Microsoft's template for a,
37 2. remove most of the files from the project.
38 3. make your app's project directly reference SDL/WinRT's own Visual C++
39 project file, via use of Visual C++'s "References" dialog. This will setup
40 the linker, and will copy SDL's .dll files to your app's final output.
41 4. adjust your app's build settings, at minimum, telling it where to find SDL's
43 5. add a file that contains a WinRT-appropriate main function.
44 6. add SDL-specific app code.
45 7. build and run your app.
51 ### 1. Create a new project ###
53 Create a new project using one of Visual C++'s templates for a plain, non-XAML,
54 "Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you
55 don't see one of these templates, in Visual C++'s 'New Project' dialog, try
56 using the textbox titled, 'Search Installed Templates' to look for one.
59 ### 2. Remove unneeded files from the project ###
61 In the new project, delete any file that has one of the following extensions:
67 When you are done, you should be left with a few files, each of which will be a
68 necessary part of your app's project. These files will consist of:
70 - an .appxmanifest file, which contains metadata on your WinRT app. This is
71 similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
72 - a few .png files, one of which is a splash screen (displayed when your app
73 launches), others are app icons.
74 - a .pfx file, used for code signing purposes.
77 ### 3. Add references to SDL's project files ###
79 SDL/WinRT can be built in multiple variations, spanning across three different
80 CPU architectures (x86, x64, and ARM) and two different configurations
81 (Debug and Release). WinRT and Visual C++ do not currently provide a means
82 for combining multiple variations of one library into a single file.
83 Furthermore, it does not provide an easy means for copying pre-built .dll files
84 into your app's final output (via Post-Build steps, for example). It does,
85 however, provide a system whereby an app can reference the MSVC projects of
86 libraries such that, when the app is built:
88 1. each library gets built for the appropriate CPU architecture(s) and WinRT
90 2. each library's output, such as .dll files, get copied to the app's build
93 To set this up for SDL/WinRT, you'll need to run through the following steps:
95 1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
97 2. right click on your app's solution.
98 3. navigate to "Add", then to "Existing Project..."
99 4. find SDL/WinRT's Visual C++ project file and open it. Different project
100 files exist for different WinRT platforms. All of them are in SDL's
101 source distribution, in the following directories:
102 * `VisualC-WinRT/WinPhone80_VS2012/` - for Windows Phone 8.0 apps
103 * `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
104 * `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps
105 * `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps
106 5. once the project has been added, right-click on your app's project and
107 select, "References..."
108 6. click on the button titled, "Add New Reference..."
109 7. check the box next to SDL
110 8. click OK to close the dialog
111 9. SDL will now show up in the list of references. Click OK to close that
114 Your project is now linked to SDL's project, insofar that when the app is
115 built, SDL will be built as well, with its build output getting included with
119 ### 4. Adjust Your App's Build Settings ###
121 Some build settings need to be changed in your app's project. This guide will
122 outline the following:
124 - making sure that the compiler knows where to find SDL's header files
125 - **(optional for C++, but NECESSARY for compiling C code)** telling the
126 compiler not to use Microsoft's C++ extensions for WinRT development.
127 - **(OPTIONAL)** telling the compiler not generate errors due to missing
128 precompiled header files.
130 To change these settings:
132 1. right-click on the project
133 2. choose "Properties"
134 3. in the drop-down box next to "Configuration", choose, "All Configurations"
135 4. in the drop-down box next to "Platform", choose, "All Platforms"
136 5. in the left-hand list, expand the "C/C++" section
138 7. edit the "Additional Include Directories" setting, and add a path to SDL's
140 8. ***Optional: to enable compilation of C code:*** change the setting for
141 "Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
142 working with a completely C++ based project, this step can usually be
144 9. ***Optional: to disable precompiled headers (which can produce
145 'stdafx.h'-related build errors, if setup incorrectly:*** in the left-hand
146 list, select "Precompiled Headers", then change the setting for "Precompiled
147 Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
148 10. close the dialog, saving settings, by clicking the "OK" button
151 ### 5. Add a WinRT-appropriate main function to the app. ###
153 C/C++-based WinRT apps do contain a `main` function that the OS will invoke when
154 the app starts launching. The parameters of WinRT main functions are different
155 than those found on other platforms, Win32 included. SDL/WinRT provides a
156 platform-appropriate main function that will perform these actions, setup key
157 portions of the app, then invoke a classic, C/C++-style main function (that take
158 in "argc" and "argv" parameters). The code for this file is contained inside
159 SDL's source distribution, under `src/main/winrt/SDL_winrt_main_NonXAML.cpp`.
160 You'll need to add this file, or a copy of it, to your app's project, and make
161 sure it gets compiled using a Microsoft-specific set of C++ extensions called
164 ***NOTE: C++/CX compilation is currently required in at least one file of your
165 app's project. This is to make sure that Visual C++'s linker builds a 'Windows
166 Metadata' file (.winmd) for your app. Not doing so can lead to build errors.***
168 To include `SDL_winrt_main_NonXAML.cpp`:
170 1. right-click on your project (again, in Visual C++'s Solution Explorer),
171 navigate to "Add", then choose "Existing Item...".
172 2. open `SDL_winrt_main_NonXAML.cpp`, which is found inside SDL's source
173 distribution, under `src/main/winrt/`. Make sure that the open-file dialog
174 closes, either by double-clicking on the file, or single-clicking on it and
176 3. right-click on the file (as listed in your project), then click on
178 4. in the drop-down box next to "Configuration", choose, "All Configurations"
179 5. in the drop-down box next to "Platform", choose, "All Platforms"
180 6. in the left-hand list, click on "C/C++"
181 7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
182 8. click the OK button. This will close the dialog.
185 ### 6. Add app code and assets ###
187 At this point, you can add in SDL-specific source code. Be sure to include a
188 C-style main function (ie: `int main(int argc, char *argv[])`). From there you
189 should be able to create a single `SDL_Window` (WinRT apps can only have one
190 window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
191 draw content. Events are received via SDL's usual event functions
192 (`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
193 you can start adding them to the project now. If not, or if you would like to
194 make sure that you're setup correctly, some short and simple sample code is
198 #### 6.A. ... when creating a new app ####
200 If you are creating a new app (rather than porting an existing SDL-based app),
201 or if you would just like a simple app to test SDL/WinRT with before trying to
202 get existing code working, some working SDL/WinRT code is provided below. To
205 1. right click on your app's project
206 2. select Add, then New Item. An "Add New Item" dialog will show up.
207 3. from the left-hand list, choose "Visual C++"
208 4. from the middle/main list, choose "C++ File (.cpp)"
209 5. near the bottom of the dialog, next to "Name:", type in a name for your
210 source file, such as, "main.cpp".
211 6. click on the Add button. This will close the dialog, add the new file to
212 your project, and open the file in Visual C++'s text editor.
213 7. Copy and paste the following code into the new file (minus the , then save
219 int main(int argc, char **argv)
221 SDL_DisplayMode mode;
222 SDL_Window * window = NULL;
223 SDL_Renderer * renderer = NULL;
226 if (SDL_Init(SDL_INIT_VIDEO) != 0) {
230 if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
234 if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
239 while (SDL_PollEvent(&evt)) {
242 SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
243 SDL_RenderClear(renderer);
244 SDL_RenderPresent(renderer);
250 #### 6.B. Adding code and assets ####
252 If you have existing code and assets that you'd like to add, you should be able
253 to add them now. The process for adding a set of files is as such.
255 1. right click on the app's project
256 2. select Add, then click on "New Item..."
257 3. open any source, header, or asset files as appropriate. Support for C and
260 Do note that WinRT only supports a subset of the APIs that are available to
261 Win32-based apps. Many portions of the Win32 API and the C runtime are not
264 A list of unsupported C APIs can be found at
265 <http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
267 General information on using the C runtime in WinRT can be found at
268 <http://msdn.microsoft.com/en-us/LIBRARY/hh972425(v=vs.110).aspx>
270 A list of supported Win32 APIs for Windows 8/RT apps can be found at
271 <http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
272 the list of supported Win32 APIs for Windows Phone 8 development is different.
273 That list can be found at
274 <http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
277 ### 7. Build and run your app ###
279 Your app project should now be setup, and you should be ready to build your app.
280 To run it on the local machine, open the Debug menu and choose "Start
281 Debugging". This will build your app, then run your app full-screen. To switch
282 out of your app, press the Windows key. Alternatively, you can choose to run
283 your app in a window. To do this, before building and running your app, find
284 the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
285 this by clicking on the arrow on the right side of the list, then click on
286 Simulator. Once you do that, any time you build and run the app, the app will
287 launch in window, rather than full-screen.
290 #### 7.A. Running apps on ARM-based devices ####
292 To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
294 - install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
295 debugs ARM-based apps via IP networks.
296 - change a few options on the development machine, both to make sure it builds
297 for ARM (rather than x86 or x64), and to make sure it knows how to find the
298 Windows RT device (on the network).
300 Microsoft's Remote Debugger can be found at
301 <http://msdn.microsoft.com/en-us/library/vstudio/bt727f1t.aspx>. Please note
302 that separate versions of this debugger exist for different versions of Visual
303 C++, one for debugging with MSVC 2012, another for debugging with MSVC 2013.
305 To setup Visual C++ to launch your app on an ARM device:
307 1. make sure the Remote Debugger is running on your ARM device, and that it's on
308 the same IP network as your development machine.
309 2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
310 it, then change the value to "ARM".
311 3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
313 1. open the app project's properties
314 2. select "Debugging"
315 3. next to "Machine Name", enter the hostname or IP address of the ARM
317 4. if, and only if, you've turned off authentication in the Remote Debugger, then change the setting for "Require Authentication" to No
319 4. build and run the app (from Visual C++). The first time you do this, a
320 prompt will show up on the ARM device, asking for a Microsoft Account. You
321 do, unfortunately, need to log in here, and will need to follow the
322 subsequent registration steps in order to launch the app. After you do so,
323 if the app didn't already launch, try relaunching it again from within Visual
330 - Document details of SDL satellite library support
331 - Make [NuGet](https://www.nuget.org) packages for SDL/WinRT
332 - Create templates for both MSVC 2012 and MSVC 2013, and have the corresponding
333 VSIX packages either include pre-built copies of SDL, or reference binaries
334 available via MSVC's NuGet servers
335 - Write setup instructions that use MSVC 201x templates
336 - Write a list of caveats found in SDL/WinRT, such as APIs that don't work due
337 to platform restrictions, or things that need further work