WinRT: made README-winrt.md slightly easier to read in an 80-column text editor
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 a
90 Microsoft-modified version of the ANGLE project, as available at
91 https://github.com/msopentech/angle . Support is currently limited to the
92 "winrt" branch, however support for the "future-dev" branch is planned.
93 * SDLmain. WinRT uses a different signature for each app's main() function.
94 SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
95 (in `SDL\src\main\winrt\`) directly in order for their C-style main()
96 functions to be called.
97 * XAML interoperability. This feature is currently experimental (there are
98 **many** known bugs in this, at present!), preliminary, and only for
99 Windows 8.x/RT at the moment. Windows Phone + XAML support is still
103 * compilation with anything other than Visual C++ 2012 or 2013
104 * programmatically-created custom cursors. These don't appear to be supported
105 by WinRT. Different OS-provided cursors can, however, be created via
106 SDL_CreateSystemCursor() (unsupported on Windows Phone)
107 * SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently
108 supported by WinRT itself.
109 * joysticks and game controllers that aren't supported by Microsoft's XInput
111 * probably anything else that's not listed as supported
116 Setup, High-Level Steps
117 -----------------------
119 The steps for setting up a project for an SDL/WinRT app looks like the
120 following, at a high-level:
122 1. create a new Visual C++ project using Microsoft's template for a,
124 2. remove most of the files from the project.
125 3. make your app's project directly reference SDL/WinRT's own Visual C++
126 project file, via use of Visual C++'s "References" dialog. This will setup
127 the linker, and will copy SDL's .dll files to your app's final output.
128 4. adjust your app's build settings, at minimum, telling it where to find SDL's
130 5. add a file that contains a WinRT-appropriate main function.
131 6. add SDL-specific app code.
132 7. build and run your app.
135 Setup, Detailed Steps
136 ---------------------
138 ### 1. Create a new project ###
140 Create a new project using one of Visual C++'s templates for a plain, non-XAML,
141 "Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you
142 don't see one of these templates, in Visual C++'s 'New Project' dialog, try
143 using the textbox titled, 'Search Installed Templates' to look for one.
146 ### 2. Remove unneeded files from the project ###
148 In the new project, delete any file that has one of the following extensions:
154 When you are done, you should be left with a few files, each of which will be a
155 necessary part of your app's project. These files will consist of:
157 - an .appxmanifest file, which contains metadata on your WinRT app. This is
158 similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
159 - a few .png files, one of which is a splash screen (displayed when your app
160 launches), others are app icons.
161 - a .pfx file, used for code signing purposes.
164 ### 3. Add references to SDL's project files ###
166 SDL/WinRT can be built in multiple variations, spanning across three different
167 CPU architectures (x86, x64, and ARM) and two different configurations
168 (Debug and Release). WinRT and Visual C++ do not currently provide a means
169 for combining multiple variations of one library into a single file.
170 Furthermore, it does not provide an easy means for copying pre-built .dll files
171 into your app's final output (via Post-Build steps, for example). It does,
172 however, provide a system whereby an app can reference the MSVC projects of
173 libraries such that, when the app is built:
175 1. each library gets built for the appropriate CPU architecture(s) and WinRT
177 2. each library's output, such as .dll files, get copied to the app's build
180 To set this up for SDL/WinRT, you'll need to run through the following steps:
182 1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
184 2. right click on your app's solution.
185 3. navigate to "Add", then to "Existing Project..."
186 4. find SDL/WinRT's Visual C++ project file and open it. Different project
187 files exist for different WinRT platforms. All of them are in SDL's
188 source distribution, in the following directories:
189 * `VisualC-WinRT/WinPhone80_VS2012/` - for Windows Phone 8.0 apps
190 * `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
191 * `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps
192 * `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps
193 5. once the project has been added, right-click on your app's project and
194 select, "References..."
195 6. click on the button titled, "Add New Reference..."
196 7. check the box next to SDL
197 8. click OK to close the dialog
198 9. SDL will now show up in the list of references. Click OK to close that
201 Your project is now linked to SDL's project, insofar that when the app is
202 built, SDL will be built as well, with its build output getting included with
206 ### 4. Adjust Your App's Build Settings ###
208 Some build settings need to be changed in your app's project. This guide will
209 outline the following:
211 - making sure that the compiler knows where to find SDL's header files
212 - **Optional for C++, but NECESSARY for compiling C code:** telling the
213 compiler not to use Microsoft's C++ extensions for WinRT development.
214 - **Optional:** telling the compiler not generate errors due to missing
215 precompiled header files.
217 To change these settings:
219 1. right-click on the project
220 2. choose "Properties"
221 3. in the drop-down box next to "Configuration", choose, "All Configurations"
222 4. in the drop-down box next to "Platform", choose, "All Platforms"
223 5. in the left-hand list, expand the "C/C++" section
225 7. edit the "Additional Include Directories" setting, and add a path to SDL's
227 8. **Optional: to enable compilation of C code:** change the setting for
228 "Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
229 working with a completely C++ based project, this step can usually be
231 9. **Optional: to disable precompiled headers (which can produce
232 'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
233 list, select "Precompiled Headers", then change the setting for "Precompiled
234 Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
235 10. close the dialog, saving settings, by clicking the "OK" button
238 ### 5. Add a WinRT-appropriate main function to the app. ###
240 C/C++-based WinRT apps do contain a `main` function that the OS will invoke when
241 the app starts launching. The parameters of WinRT main functions are different
242 than those found on other platforms, Win32 included. SDL/WinRT provides a
243 platform-appropriate main function that will perform these actions, setup key
244 portions of the app, then invoke a classic, C/C++-style main function (that take
245 in "argc" and "argv" parameters). The code for this file is contained inside
246 SDL's source distribution, under `src/main/winrt/SDL_winrt_main_NonXAML.cpp`.
247 You'll need to add this file, or a copy of it, to your app's project, and make
248 sure it gets compiled using a Microsoft-specific set of C++ extensions called
251 **NOTE: C++/CX compilation is currently required in at least one file of your
252 app's project. This is to make sure that Visual C++'s linker builds a 'Windows
253 Metadata' file (.winmd) for your app. Not doing so can lead to build errors.**
255 To include `SDL_winrt_main_NonXAML.cpp`:
257 1. right-click on your project (again, in Visual C++'s Solution Explorer),
258 navigate to "Add", then choose "Existing Item...".
259 2. open `SDL_winrt_main_NonXAML.cpp`, which is found inside SDL's source
260 distribution, under `src/main/winrt/`. Make sure that the open-file dialog
261 closes, either by double-clicking on the file, or single-clicking on it and
263 3. right-click on the file (as listed in your project), then click on
265 4. in the drop-down box next to "Configuration", choose, "All Configurations"
266 5. in the drop-down box next to "Platform", choose, "All Platforms"
267 6. in the left-hand list, click on "C/C++"
268 7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
269 8. click the OK button. This will close the dialog.
272 ### 6. Add app code and assets ###
274 At this point, you can add in SDL-specific source code. Be sure to include a
275 C-style main function (ie: `int main(int argc, char *argv[])`). From there you
276 should be able to create a single `SDL_Window` (WinRT apps can only have one
277 window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
278 draw content. Events are received via SDL's usual event functions
279 (`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
280 you can start adding them to the project now. If not, or if you would like to
281 make sure that you're setup correctly, some short and simple sample code is
285 #### 6.A. ... when creating a new app ####
287 If you are creating a new app (rather than porting an existing SDL-based app),
288 or if you would just like a simple app to test SDL/WinRT with before trying to
289 get existing code working, some working SDL/WinRT code is provided below. To
292 1. right click on your app's project
293 2. select Add, then New Item. An "Add New Item" dialog will show up.
294 3. from the left-hand list, choose "Visual C++"
295 4. from the middle/main list, choose "C++ File (.cpp)"
296 5. near the bottom of the dialog, next to "Name:", type in a name for your
297 source file, such as, "main.cpp".
298 6. click on the Add button. This will close the dialog, add the new file to
299 your project, and open the file in Visual C++'s text editor.
300 7. Copy and paste the following code into the new file, then save it.
305 int main(int argc, char **argv)
307 SDL_DisplayMode mode;
308 SDL_Window * window = NULL;
309 SDL_Renderer * renderer = NULL;
312 if (SDL_Init(SDL_INIT_VIDEO) != 0) {
316 if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
320 if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
325 while (SDL_PollEvent(&evt)) {
328 SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
329 SDL_RenderClear(renderer);
330 SDL_RenderPresent(renderer);
335 #### 6.B. Adding code and assets ####
337 If you have existing code and assets that you'd like to add, you should be able
338 to add them now. The process for adding a set of files is as such.
340 1. right click on the app's project
341 2. select Add, then click on "New Item..."
342 3. open any source, header, or asset files as appropriate. Support for C and
345 Do note that WinRT only supports a subset of the APIs that are available to
346 Win32-based apps. Many portions of the Win32 API and the C runtime are not
349 A list of unsupported C APIs can be found at
350 <http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
352 General information on using the C runtime in WinRT can be found at
353 <http://msdn.microsoft.com/en-us/LIBRARY/hh972425(v=vs.110).aspx>
355 A list of supported Win32 APIs for Windows 8/RT apps can be found at
356 <http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
357 the list of supported Win32 APIs for Windows Phone 8 development is different.
358 That list can be found at
359 <http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
362 ### 7. Build and run your app ###
364 Your app project should now be setup, and you should be ready to build your app.
365 To run it on the local machine, open the Debug menu and choose "Start
366 Debugging". This will build your app, then run your app full-screen. To switch
367 out of your app, press the Windows key. Alternatively, you can choose to run
368 your app in a window. To do this, before building and running your app, find
369 the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
370 this by clicking on the arrow on the right side of the list, then click on
371 Simulator. Once you do that, any time you build and run the app, the app will
372 launch in window, rather than full-screen.
375 #### 7.A. Running apps on ARM-based devices ####
377 To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
379 - install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
380 debugs ARM-based apps via IP networks.
381 - change a few options on the development machine, both to make sure it builds
382 for ARM (rather than x86 or x64), and to make sure it knows how to find the
383 Windows RT device (on the network).
385 Microsoft's Remote Debugger can be found at
386 <http://msdn.microsoft.com/en-us/library/vstudio/bt727f1t.aspx>. Please note
387 that separate versions of this debugger exist for different versions of Visual
388 C++, one for debugging with MSVC 2012, another for debugging with MSVC 2013.
390 To setup Visual C++ to launch your app on an ARM device:
392 1. make sure the Remote Debugger is running on your ARM device, and that it's on
393 the same IP network as your development machine.
394 2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
395 it, then change the value to "ARM".
396 3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
398 1. open the app project's properties
399 2. select "Debugging"
400 3. next to "Machine Name", enter the hostname or IP address of the ARM
402 4. if, and only if, you've turned off authentication in the Remote Debugger,
403 then change the setting for "Require Authentication" to No
405 4. build and run the app (from Visual C++). The first time you do this, a
406 prompt will show up on the ARM device, asking for a Microsoft Account. You
407 do, unfortunately, need to log in here, and will need to follow the
408 subsequent registration steps in order to launch the app. After you do so,
409 if the app didn't already launch, try relaunching it again from within Visual
416 #### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'"
418 Try adding the following to your linker flags. In MSVC, this can be done by
419 right-clicking on the app project, navigating to Configuration Properties ->
420 Linker -> Command Line, then adding them to the Additional Options
423 * For Release builds / MSVC-Configurations, add:
425 /nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib
427 * For Debug builds / MSVC-Configurations, add:
429 /nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib
435 - Document details of SDL satellite library support
436 - Make [NuGet](https://www.nuget.org) packages for SDL/WinRT
437 - Create templates for both MSVC 2012 and MSVC 2013, and have the corresponding
438 VSIX packages either include pre-built copies of SDL, or reference binaries
439 available via MSVC's NuGet servers
440 - Write setup instructions that use MSVC 201x templates
441 - Write a list of caveats found in SDL/WinRT, such as APIs that don't work due
442 to platform restrictions, or things that need further work