WinRT: fixed broken emphasis formatting in README, when rendering it with Doxygen
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 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
44 Setup, High-Level Steps
45 -----------------------
47 The steps for setting up a project for an SDL/WinRT app looks like the
48 following, at a high-level:
50 1. create a new Visual C++ project using Microsoft's template for a,
52 2. remove most of the files from the project.
53 3. make your app's project directly reference SDL/WinRT's own Visual C++
54 project file, via use of Visual C++'s "References" dialog. This will setup
55 the linker, and will copy SDL's .dll files to your app's final output.
56 4. adjust your app's build settings, at minimum, telling it where to find SDL's
58 5. add a file that contains a WinRT-appropriate main function.
59 6. add SDL-specific app code.
60 7. build and run your app.
66 ### 1. Create a new project ###
68 Create a new project using one of Visual C++'s templates for a plain, non-XAML,
69 "Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you
70 don't see one of these templates, in Visual C++'s 'New Project' dialog, try
71 using the textbox titled, 'Search Installed Templates' to look for one.
74 ### 2. Remove unneeded files from the project ###
76 In the new project, delete any file that has one of the following extensions:
82 When you are done, you should be left with a few files, each of which will be a
83 necessary part of your app's project. These files will consist of:
85 - an .appxmanifest file, which contains metadata on your WinRT app. This is
86 similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
87 - a few .png files, one of which is a splash screen (displayed when your app
88 launches), others are app icons.
89 - a .pfx file, used for code signing purposes.
92 ### 3. Add references to SDL's project files ###
94 SDL/WinRT can be built in multiple variations, spanning across three different
95 CPU architectures (x86, x64, and ARM) and two different configurations
96 (Debug and Release). WinRT and Visual C++ do not currently provide a means
97 for combining multiple variations of one library into a single file.
98 Furthermore, it does not provide an easy means for copying pre-built .dll files
99 into your app's final output (via Post-Build steps, for example). It does,
100 however, provide a system whereby an app can reference the MSVC projects of
101 libraries such that, when the app is built:
103 1. each library gets built for the appropriate CPU architecture(s) and WinRT
105 2. each library's output, such as .dll files, get copied to the app's build
108 To set this up for SDL/WinRT, you'll need to run through the following steps:
110 1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
112 2. right click on your app's solution.
113 3. navigate to "Add", then to "Existing Project..."
114 4. find SDL/WinRT's Visual C++ project file and open it. Different project
115 files exist for different WinRT platforms. All of them are in SDL's
116 source distribution, in the following directories:
117 * `VisualC-WinRT/WinPhone80_VS2012/` - for Windows Phone 8.0 apps
118 * `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
119 * `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps
120 * `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps
121 5. once the project has been added, right-click on your app's project and
122 select, "References..."
123 6. click on the button titled, "Add New Reference..."
124 7. check the box next to SDL
125 8. click OK to close the dialog
126 9. SDL will now show up in the list of references. Click OK to close that
129 Your project is now linked to SDL's project, insofar that when the app is
130 built, SDL will be built as well, with its build output getting included with
134 ### 4. Adjust Your App's Build Settings ###
136 Some build settings need to be changed in your app's project. This guide will
137 outline the following:
139 - making sure that the compiler knows where to find SDL's header files
140 - **Optional for C++, but NECESSARY for compiling C code:** telling the
141 compiler not to use Microsoft's C++ extensions for WinRT development.
142 - **Optional:** telling the compiler not generate errors due to missing
143 precompiled header files.
145 To change these settings:
147 1. right-click on the project
148 2. choose "Properties"
149 3. in the drop-down box next to "Configuration", choose, "All Configurations"
150 4. in the drop-down box next to "Platform", choose, "All Platforms"
151 5. in the left-hand list, expand the "C/C++" section
153 7. edit the "Additional Include Directories" setting, and add a path to SDL's
155 8. **Optional: to enable compilation of C code:** change the setting for
156 "Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
157 working with a completely C++ based project, this step can usually be
159 9. **Optional: to disable precompiled headers (which can produce
160 'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
161 list, select "Precompiled Headers", then change the setting for "Precompiled
162 Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
163 10. close the dialog, saving settings, by clicking the "OK" button
166 ### 5. Add a WinRT-appropriate main function to the app. ###
168 C/C++-based WinRT apps do contain a `main` function that the OS will invoke when
169 the app starts launching. The parameters of WinRT main functions are different
170 than those found on other platforms, Win32 included. SDL/WinRT provides a
171 platform-appropriate main function that will perform these actions, setup key
172 portions of the app, then invoke a classic, C/C++-style main function (that take
173 in "argc" and "argv" parameters). The code for this file is contained inside
174 SDL's source distribution, under `src/main/winrt/SDL_winrt_main_NonXAML.cpp`.
175 You'll need to add this file, or a copy of it, to your app's project, and make
176 sure it gets compiled using a Microsoft-specific set of C++ extensions called
179 **NOTE: C++/CX compilation is currently required in at least one file of your
180 app's project. This is to make sure that Visual C++'s linker builds a 'Windows
181 Metadata' file (.winmd) for your app. Not doing so can lead to build errors.**
183 To include `SDL_winrt_main_NonXAML.cpp`:
185 1. right-click on your project (again, in Visual C++'s Solution Explorer),
186 navigate to "Add", then choose "Existing Item...".
187 2. open `SDL_winrt_main_NonXAML.cpp`, which is found inside SDL's source
188 distribution, under `src/main/winrt/`. Make sure that the open-file dialog
189 closes, either by double-clicking on the file, or single-clicking on it and
191 3. right-click on the file (as listed in your project), then click on
193 4. in the drop-down box next to "Configuration", choose, "All Configurations"
194 5. in the drop-down box next to "Platform", choose, "All Platforms"
195 6. in the left-hand list, click on "C/C++"
196 7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
197 8. click the OK button. This will close the dialog.
200 ### 6. Add app code and assets ###
202 At this point, you can add in SDL-specific source code. Be sure to include a
203 C-style main function (ie: `int main(int argc, char *argv[])`). From there you
204 should be able to create a single `SDL_Window` (WinRT apps can only have one
205 window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
206 draw content. Events are received via SDL's usual event functions
207 (`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
208 you can start adding them to the project now. If not, or if you would like to
209 make sure that you're setup correctly, some short and simple sample code is
213 #### 6.A. ... when creating a new app ####
215 If you are creating a new app (rather than porting an existing SDL-based app),
216 or if you would just like a simple app to test SDL/WinRT with before trying to
217 get existing code working, some working SDL/WinRT code is provided below. To
220 1. right click on your app's project
221 2. select Add, then New Item. An "Add New Item" dialog will show up.
222 3. from the left-hand list, choose "Visual C++"
223 4. from the middle/main list, choose "C++ File (.cpp)"
224 5. near the bottom of the dialog, next to "Name:", type in a name for your
225 source file, such as, "main.cpp".
226 6. click on the Add button. This will close the dialog, add the new file to
227 your project, and open the file in Visual C++'s text editor.
228 7. Copy and paste the following code into the new file, then save it.
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);
263 #### 6.B. Adding code and assets ####
265 If you have existing code and assets that you'd like to add, you should be able
266 to add them now. The process for adding a set of files is as such.
268 1. right click on the app's project
269 2. select Add, then click on "New Item..."
270 3. open any source, header, or asset files as appropriate. Support for C and
273 Do note that WinRT only supports a subset of the APIs that are available to
274 Win32-based apps. Many portions of the Win32 API and the C runtime are not
277 A list of unsupported C APIs can be found at
278 <http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
280 General information on using the C runtime in WinRT can be found at
281 <http://msdn.microsoft.com/en-us/LIBRARY/hh972425(v=vs.110).aspx>
283 A list of supported Win32 APIs for Windows 8/RT apps can be found at
284 <http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
285 the list of supported Win32 APIs for Windows Phone 8 development is different.
286 That list can be found at
287 <http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
290 ### 7. Build and run your app ###
292 Your app project should now be setup, and you should be ready to build your app.
293 To run it on the local machine, open the Debug menu and choose "Start
294 Debugging". This will build your app, then run your app full-screen. To switch
295 out of your app, press the Windows key. Alternatively, you can choose to run
296 your app in a window. To do this, before building and running your app, find
297 the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
298 this by clicking on the arrow on the right side of the list, then click on
299 Simulator. Once you do that, any time you build and run the app, the app will
300 launch in window, rather than full-screen.
303 #### 7.A. Running apps on ARM-based devices ####
305 To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
307 - install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
308 debugs ARM-based apps via IP networks.
309 - change a few options on the development machine, both to make sure it builds
310 for ARM (rather than x86 or x64), and to make sure it knows how to find the
311 Windows RT device (on the network).
313 Microsoft's Remote Debugger can be found at
314 <http://msdn.microsoft.com/en-us/library/vstudio/bt727f1t.aspx>. Please note
315 that separate versions of this debugger exist for different versions of Visual
316 C++, one for debugging with MSVC 2012, another for debugging with MSVC 2013.
318 To setup Visual C++ to launch your app on an ARM device:
320 1. make sure the Remote Debugger is running on your ARM device, and that it's on
321 the same IP network as your development machine.
322 2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
323 it, then change the value to "ARM".
324 3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
326 1. open the app project's properties
327 2. select "Debugging"
328 3. next to "Machine Name", enter the hostname or IP address of the ARM
330 4. if, and only if, you've turned off authentication in the Remote Debugger, then change the setting for "Require Authentication" to No
332 4. build and run the app (from Visual C++). The first time you do this, a
333 prompt will show up on the ARM device, asking for a Microsoft Account. You
334 do, unfortunately, need to log in here, and will need to follow the
335 subsequent registration steps in order to launch the app. After you do so,
336 if the app didn't already launch, try relaunching it again from within Visual
343 - Document details of SDL satellite library support
344 - Make [NuGet](https://www.nuget.org) packages for SDL/WinRT
345 - Create templates for both MSVC 2012 and MSVC 2013, and have the corresponding
346 VSIX packages either include pre-built copies of SDL, or reference binaries
347 available via MSVC's NuGet servers
348 - Write setup instructions that use MSVC 201x templates
349 - Write a list of caveats found in SDL/WinRT, such as APIs that don't work due
350 to platform restrictions, or things that need further work