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, "Community" or "Express" editions may be used, so long as they
23 include support for either "Windows Store" or "Windows Phone" apps.
24 "Express" versions marked as supporting "Windows Desktop" development
25 typically do not include support for creating WinRT apps, to note.
26 (The "Community" edition of Visual C++ 2013 does, however, support both
27 desktop/Win32 and WinRT development).
28 - Visual C++ 2012 can only build apps that target versions 8.0 of Windows,
29 or Windows Phone. 8.0-targetted apps will run on devices running 8.1
30 editions of Windows, however they will not be able to take advantage of
31 8.1-specific features.
32 - Visual C++ 2013 cannot create app projects that target Windows 8.0.
33 Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0,
34 Windows Phone 8.1, and Windows 8.1, but not Windows 8.0. An optional
35 Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8",
36 allows Visual C++ 2013 to load and build Windows 8.0 projects that were
37 created with Visual C++ 2012, so long as Visual C++ 2012 is installed
38 on the same machine. More details on targeting different versions of
39 Windows can found at the following web pages:
40 - [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx)
41 - [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools)
42 * A valid Microsoft account - This requirement is not imposed by SDL, but
43 rather by Microsoft's Visual C++ toolchain. This is required to launch or
50 Here is a rough list of what works, and what doens't:
53 * compilation via Visual C++ 2012 and 2013
54 * compile-time platform detection for SDL programs. The C/C++ #define,
55 `__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
56 * GPU-accelerated 2D rendering, via SDL_Renderer.
57 * software rendering, via either SDL_Surface (optionally in conjunction with
58 SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
60 * threads. Significant chunks of Win32's threading APIs are not available in
61 WinRT. A new, SDL threading backend was built using C++11's threading APIs
62 (std::thread, std::mutex, std::condition_variable, etc.), which C or C++
63 programs alike can access via SDL's threading APIs. Support for thread
64 priorities is not, however, currently available, due to restrictions in
66 * timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
67 SDL_GetPerformanceFrequency(), etc.)
68 * file I/O via SDL_RWops
69 * mouse input (unsupported on Windows Phone)
70 * audio, via a modified version of SDL's XAudio2 backend
71 * .DLL file loading. Libraries must be packaged inside applications. Loading
72 anything outside of the app is not supported.
73 * system path retrieval via SDL's filesystem APIs
74 * game controllers. Support is provided via the SDL_Joystick and
75 SDL_GameController APIs, and is backed by Microsoft's XInput API.
77 * app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
79 * window events. SDL_WINDOWEVENT_MINIMIZED and SDL_WINDOWEVENT_RESTORED are
80 sent out on app suspend and resume, respectively. SDL_WINDOWEVENT_SHOWN and
81 SDL_WINDOWEVENT_HIDDEN are also sent, but not necessarily on app suspend or
82 resume, as WinRT treats these two concepts differently..
83 * using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can
84 choose to render content directly via Direct3D, using SDL to manage the
85 internal WinRT window, as well as input and audio. (Use
86 SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into
87 IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.)
89 * What partially works:
90 * keyboard input. Most of WinRT's documented virtual keys are supported, as
91 well as many keys with documented hardware scancodes.
92 * OpenGL. Experimental support for OpenGL ES 2 is available via the ANGLE
93 project, using either MS Open Technologies' repository, at
94 https://github.com/msopentech/angle (both the "winrt" and "future-dev"
95 branches are supported), or the official ANGLE repository, at
96 https://chromium.googlesource.com/angle/angle
97 * SDLmain. WinRT uses a different signature for each app's main() function.
98 SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
99 (in `SDL\src\main\winrt\`) directly in order for their C-style main()
100 functions to be called.
101 * XAML interoperability. This feature is currently experimental (there are
102 **many** known bugs in this, at present!), preliminary, and only for
103 Windows 8.x/RT at the moment. Windows Phone + XAML support is still
107 * compilation with anything other than Visual C++ 2012 or 2013
108 * programmatically-created custom cursors. These don't appear to be supported
109 by WinRT. Different OS-provided cursors can, however, be created via
110 SDL_CreateSystemCursor() (unsupported on Windows Phone)
111 * SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently
112 supported by WinRT itself.
113 * joysticks and game controllers that aren't supported by Microsoft's XInput
115 * probably anything else that's not listed as supported
122 #### SDL_GetPrefPath() usage
124 SDL_GetPrefPath() is available for use in WinRT apps, however the following
127 1. It will return different path types, by default, depending on the WinRT
128 platform. Windows Phone apps will default to using the app's "local" path,
129 whereas Windows Store (i.e. non-Phone) apps will default to using the app's
130 "roaming" path. This behavior can be changed by calling SDL_SetHint() with
131 the key, SDL_HINT_WINRT_PREF_PATH_ROOT, and a value of either "local" or
134 2. Windows Phone 8.0 does not provide apps access to a "roaming" folder.
135 Attempts to make SDL_GetPrefPath() return a roaming folder on Windows
136 Phone 8.0 will be ignored (and a path inside the "local" folder will be
139 Further details on this can be found in the documentation for
140 SDL_HINT_WINRT_PREF_PATH_ROOT, in SDL_hints.h, as well as the docs for
141 SDL_WinRT_Path, SDL_WinRTGetFSPathUNICODE, and SDL_WinRTGetFSPathUTF8,
146 Setup, High-Level Steps
147 -----------------------
149 The steps for setting up a project for an SDL/WinRT app looks like the
150 following, at a high-level:
152 1. create a new Visual C++ project using Microsoft's template for a,
154 2. remove most of the files from the project.
155 3. make your app's project directly reference SDL/WinRT's own Visual C++
156 project file, via use of Visual C++'s "References" dialog. This will setup
157 the linker, and will copy SDL's .dll files to your app's final output.
158 4. adjust your app's build settings, at minimum, telling it where to find SDL's
160 5. add a file that contains a WinRT-appropriate main function.
161 6. add SDL-specific app code.
162 7. build and run your app.
165 Setup, Detailed Steps
166 ---------------------
168 ### 1. Create a new project ###
170 Create a new project using one of Visual C++'s templates for a plain, non-XAML,
171 "Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you
172 don't see one of these templates, in Visual C++'s 'New Project' dialog, try
173 using the textbox titled, 'Search Installed Templates' to look for one.
176 ### 2. Remove unneeded files from the project ###
178 In the new project, delete any file that has one of the following extensions:
184 When you are done, you should be left with a few files, each of which will be a
185 necessary part of your app's project. These files will consist of:
187 - an .appxmanifest file, which contains metadata on your WinRT app. This is
188 similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
189 - a few .png files, one of which is a splash screen (displayed when your app
190 launches), others are app icons.
191 - a .pfx file, used for code signing purposes.
194 ### 3. Add references to SDL's project files ###
196 SDL/WinRT can be built in multiple variations, spanning across three different
197 CPU architectures (x86, x64, and ARM) and two different configurations
198 (Debug and Release). WinRT and Visual C++ do not currently provide a means
199 for combining multiple variations of one library into a single file.
200 Furthermore, it does not provide an easy means for copying pre-built .dll files
201 into your app's final output (via Post-Build steps, for example). It does,
202 however, provide a system whereby an app can reference the MSVC projects of
203 libraries such that, when the app is built:
205 1. each library gets built for the appropriate CPU architecture(s) and WinRT
207 2. each library's output, such as .dll files, get copied to the app's build
210 To set this up for SDL/WinRT, you'll need to run through the following steps:
212 1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
214 2. right click on your app's solution.
215 3. navigate to "Add", then to "Existing Project..."
216 4. find SDL/WinRT's Visual C++ project file and open it. Different project
217 files exist for different WinRT platforms. All of them are in SDL's
218 source distribution, in the following directories:
219 * `VisualC-WinRT/WinPhone80_VS2012/` - for Windows Phone 8.0 apps
220 * `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
221 * `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps
222 * `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps
223 5. once the project has been added, right-click on your app's project and
224 select, "References..."
225 6. click on the button titled, "Add New Reference..."
226 7. check the box next to SDL
227 8. click OK to close the dialog
228 9. SDL will now show up in the list of references. Click OK to close that
231 Your project is now linked to SDL's project, insofar that when the app is
232 built, SDL will be built as well, with its build output getting included with
236 ### 4. Adjust Your App's Build Settings ###
238 Some build settings need to be changed in your app's project. This guide will
239 outline the following:
241 - making sure that the compiler knows where to find SDL's header files
242 - **Optional for C++, but NECESSARY for compiling C code:** telling the
243 compiler not to use Microsoft's C++ extensions for WinRT development.
244 - **Optional:** telling the compiler not generate errors due to missing
245 precompiled header files.
247 To change these settings:
249 1. right-click on the project
250 2. choose "Properties"
251 3. in the drop-down box next to "Configuration", choose, "All Configurations"
252 4. in the drop-down box next to "Platform", choose, "All Platforms"
253 5. in the left-hand list, expand the "C/C++" section
255 7. edit the "Additional Include Directories" setting, and add a path to SDL's
257 8. **Optional: to enable compilation of C code:** change the setting for
258 "Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
259 working with a completely C++ based project, this step can usually be
261 9. **Optional: to disable precompiled headers (which can produce
262 'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
263 list, select "Precompiled Headers", then change the setting for "Precompiled
264 Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
265 10. close the dialog, saving settings, by clicking the "OK" button
268 ### 5. Add a WinRT-appropriate main function to the app. ###
270 C/C++-based WinRT apps do contain a `main` function that the OS will invoke when
271 the app starts launching. The parameters of WinRT main functions are different
272 than those found on other platforms, Win32 included. SDL/WinRT provides a
273 platform-appropriate main function that will perform these actions, setup key
274 portions of the app, then invoke a classic, C/C++-style main function (that take
275 in "argc" and "argv" parameters). The code for this file is contained inside
276 SDL's source distribution, under `src/main/winrt/SDL_winrt_main_NonXAML.cpp`.
277 You'll need to add this file, or a copy of it, to your app's project, and make
278 sure it gets compiled using a Microsoft-specific set of C++ extensions called
281 **NOTE: C++/CX compilation is currently required in at least one file of your
282 app's project. This is to make sure that Visual C++'s linker builds a 'Windows
283 Metadata' file (.winmd) for your app. Not doing so can lead to build errors.**
285 To include `SDL_winrt_main_NonXAML.cpp`:
287 1. right-click on your project (again, in Visual C++'s Solution Explorer),
288 navigate to "Add", then choose "Existing Item...".
289 2. open `SDL_winrt_main_NonXAML.cpp`, which is found inside SDL's source
290 distribution, under `src/main/winrt/`. Make sure that the open-file dialog
291 closes, either by double-clicking on the file, or single-clicking on it and
293 3. right-click on the file (as listed in your project), then click on
295 4. in the drop-down box next to "Configuration", choose, "All Configurations"
296 5. in the drop-down box next to "Platform", choose, "All Platforms"
297 6. in the left-hand list, click on "C/C++"
298 7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
299 8. click the OK button. This will close the dialog.
302 ### 6. Add app code and assets ###
304 At this point, you can add in SDL-specific source code. Be sure to include a
305 C-style main function (ie: `int main(int argc, char *argv[])`). From there you
306 should be able to create a single `SDL_Window` (WinRT apps can only have one
307 window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
308 draw content. Events are received via SDL's usual event functions
309 (`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
310 you can start adding them to the project now. If not, or if you would like to
311 make sure that you're setup correctly, some short and simple sample code is
315 #### 6.A. ... when creating a new app ####
317 If you are creating a new app (rather than porting an existing SDL-based app),
318 or if you would just like a simple app to test SDL/WinRT with before trying to
319 get existing code working, some working SDL/WinRT code is provided below. To
322 1. right click on your app's project
323 2. select Add, then New Item. An "Add New Item" dialog will show up.
324 3. from the left-hand list, choose "Visual C++"
325 4. from the middle/main list, choose "C++ File (.cpp)"
326 5. near the bottom of the dialog, next to "Name:", type in a name for your
327 source file, such as, "main.cpp".
328 6. click on the Add button. This will close the dialog, add the new file to
329 your project, and open the file in Visual C++'s text editor.
330 7. Copy and paste the following code into the new file, then save it.
335 int main(int argc, char **argv)
337 SDL_DisplayMode mode;
338 SDL_Window * window = NULL;
339 SDL_Renderer * renderer = NULL;
342 if (SDL_Init(SDL_INIT_VIDEO) != 0) {
346 if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
350 if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
355 while (SDL_PollEvent(&evt)) {
358 SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
359 SDL_RenderClear(renderer);
360 SDL_RenderPresent(renderer);
365 #### 6.B. Adding code and assets ####
367 If you have existing code and assets that you'd like to add, you should be able
368 to add them now. The process for adding a set of files is as such.
370 1. right click on the app's project
371 2. select Add, then click on "New Item..."
372 3. open any source, header, or asset files as appropriate. Support for C and
375 Do note that WinRT only supports a subset of the APIs that are available to
376 Win32-based apps. Many portions of the Win32 API and the C runtime are not
379 A list of unsupported C APIs can be found at
380 <http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
382 General information on using the C runtime in WinRT can be found at
383 <http://msdn.microsoft.com/en-us/LIBRARY/hh972425(v=vs.110).aspx>
385 A list of supported Win32 APIs for Windows 8/RT apps can be found at
386 <http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
387 the list of supported Win32 APIs for Windows Phone 8 development is different.
388 That list can be found at
389 <http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
392 ### 7. Build and run your app ###
394 Your app project should now be setup, and you should be ready to build your app.
395 To run it on the local machine, open the Debug menu and choose "Start
396 Debugging". This will build your app, then run your app full-screen. To switch
397 out of your app, press the Windows key. Alternatively, you can choose to run
398 your app in a window. To do this, before building and running your app, find
399 the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
400 this by clicking on the arrow on the right side of the list, then click on
401 Simulator. Once you do that, any time you build and run the app, the app will
402 launch in window, rather than full-screen.
405 #### 7.A. Running apps on ARM-based devices ####
407 To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
409 - install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
410 debugs ARM-based apps via IP networks.
411 - change a few options on the development machine, both to make sure it builds
412 for ARM (rather than x86 or x64), and to make sure it knows how to find the
413 Windows RT device (on the network).
415 Microsoft's Remote Debugger can be found at
416 <http://msdn.microsoft.com/en-us/library/vstudio/bt727f1t.aspx>. Please note
417 that separate versions of this debugger exist for different versions of Visual
418 C++, one for debugging with MSVC 2012, another for debugging with MSVC 2013.
420 To setup Visual C++ to launch your app on an ARM device:
422 1. make sure the Remote Debugger is running on your ARM device, and that it's on
423 the same IP network as your development machine.
424 2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
425 it, then change the value to "ARM".
426 3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
428 1. open the app project's properties
429 2. select "Debugging"
430 3. next to "Machine Name", enter the hostname or IP address of the ARM
432 4. if, and only if, you've turned off authentication in the Remote Debugger,
433 then change the setting for "Require Authentication" to No
435 4. build and run the app (from Visual C++). The first time you do this, a
436 prompt will show up on the ARM device, asking for a Microsoft Account. You
437 do, unfortunately, need to log in here, and will need to follow the
438 subsequent registration steps in order to launch the app. After you do so,
439 if the app didn't already launch, try relaunching it again from within Visual
446 #### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'"
448 Try adding the following to your linker flags. In MSVC, this can be done by
449 right-clicking on the app project, navigating to Configuration Properties ->
450 Linker -> Command Line, then adding them to the Additional Options
453 * For Release builds / MSVC-Configurations, add:
455 /nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib
457 * For Debug builds / MSVC-Configurations, add:
459 /nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib