author David Ludwig
Sun, 14 Sep 2014 11:36:24 -0400
changeset 9139 b2231eba36f5
parent 9138 b513dc1f7dd5
child 9140 3d8e33a24c31
permissions -rw-r--r--
WinRT: added manual, app-setup instructions to the README

A number of other parts of the WinRT README were edited, either for clarity, or to help with Markdown rendering.
     1 WinRT
     2 =====
     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:
    10 * Windows 8.x
    11 * Windows RT 8.x (aka. Windows 8.x for ARM processors)
    12 * Windows Phone 8.x
    14 To note, WinRT applications that run on Windows 8.x and/or Windows RT are often
    15 called "Windows Store" apps.
    18 Requirements
    19 ------------
    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,
    36    "Direct3D App".
    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
    42    header files.
    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.
    48 Setup, Detailed Steps
    49 ---------------------
    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:
    63 - .cpp
    64 - .h
    65 - .hlsl
    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
    89    platform(s).
    90 2. each library's output, such as .dll files, get copied to the app's build 
    91    output.
    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
    96    "Solution Explorer")
    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
   112    dialog.
   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
   116 your app.
   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
   137 6. select "General"
   138 7. edit the "Additional Include Directories" setting, and add a path to SDL's
   139    "include" directory
   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 
   143    omitted.
   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 
   162 C++/CX.
   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 
   175    then clicking Add.
   176 3. right-click on the file (as listed in your project), then click on 
   177    "Properties...".
   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 
   195 provided below.
   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 
   203 set this up:
   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 
   214 it.
   216 ```
   217 #include <SDL.h>
   219 int main(int argc, char **argv)
   220 {
   221     SDL_DisplayMode mode;
   222     SDL_Window * window = NULL;
   223     SDL_Renderer * renderer = NULL;
   224     SDL_Event evt;
   226     if (SDL_Init(SDL_INIT_VIDEO) != 0) {
   227         return 1;
   228     }
   230     if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
   231         return 1;
   232     }
   234     if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
   235         return 1;
   236     }
   238     while (1) {
   239         while (SDL_PollEvent(&evt)) {
   240         }
   242         SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
   243         SDL_RenderClear(renderer);
   244         SDL_RenderPresent(renderer);
   245     }
   246 }
   247 ```
   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 
   258 C++ is available.
   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 
   262 available.
   264 A list of unsupported C APIs can be found at 
   265 <>
   267 General information on using the C runtime in WinRT can be found at 
   268 <>
   270 A list of supported Win32 APIs for Windows 8/RT apps can be found at 
   271 <>.  To note, 
   272 the list of supported Win32 APIs for Windows Phone 8 development is different.  
   273 That list can be found at 
   274 <>
   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 <>.  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 
   312    do this:
   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 
   316        device
   317     4. if, and only if, you've turned off authentication in the Remote Debugger, then change the setting for "Require Authentication" to No
   318     5. click "OK"
   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 
   324    C++.
   327 TODO
   328 ----
   330 - Document details of SDL satellite library support
   331 - Make [NuGet]( 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