1.1 --- a/docs/README-winrt.md Sun Sep 14 10:31:18 2014 -0400
1.2 +++ b/docs/README-winrt.md Sun Sep 14 11:36:24 2014 -0400
1.3 @@ -1,44 +1,337 @@
1.4 -WinRT
1.5 -=====
1.6 -
1.7 -SDL/WinRT layer allows SDL2-based applications to run on many of Microsoft's
1.8 -platforms that utilize the "Windows Runtime" (aka "WinRT") APIs. WinRT apps
1.9 -are currently always full-screen apps, run in what Microsoft calls their
1.10 -"Modern" environment (aka. "Metro"), and are distributed via Microsoft-run
1.11 -online stores. Some of the operating systems that support such apps include:
1.12 -
1.13 -* Windows 8.x
1.14 -* Windows RT 8.x (aka. Windows 8.x for ARM processors)
1.15 -* Windows Phone 8.x
1.16 -
1.17 -To note, WinRT applications that run on Windows 8.x and/or Windows RT are often
1.18 -called "Windows Store" apps.
1.19 -
1.20 -
1.21 -Requirements
1.22 +WinRT
1.23 +=====
1.24 +
1.25 +SDL/WinRT layer allows SDL2-based applications to run on many of Microsoft's
1.26 +platforms that utilize the "Windows Runtime" (aka "WinRT") APIs. WinRT apps
1.27 +are currently always full-screen apps, run in what Microsoft calls their
1.28 +"Modern" environment (aka. "Metro"), and are distributed via Microsoft-run
1.29 +online stores. Some of the operating systems that support such apps include:
1.30 +
1.31 +* Windows 8.x
1.32 +* Windows RT 8.x (aka. Windows 8.x for ARM processors)
1.33 +* Windows Phone 8.x
1.34 +
1.35 +To note, WinRT applications that run on Windows 8.x and/or Windows RT are often
1.36 +called "Windows Store" apps.
1.37 +
1.38 +
1.39 +Requirements
1.40 ------------
1.41 -
1.42 -- Microsoft Visual C++ 2012 -- Free, "Express" editions may be used, so long
1.43 - as they include support for either "Windows Store" or "Windows Phone" apps.
1.44 - (NOTE: MSVC 2013 support is pending. 2012 projects may be converted to 2013
1.45 - projects by MSVC, in the meantime.)
1.46 -- A valid Microsoft account -- This requirement is not imposed by SDL, but
1.47 - rather by Microsoft's Visual C++ toolchain. This is required to debug apps.
1.48 -
1.49 -
1.50 -TODO
1.51 +
1.52 +- Microsoft Visual C++ 2012 -- Free, "Express" editions may be used, so long
1.53 + as they include support for either "Windows Store" or "Windows Phone" apps.
1.54 + (NOTE: MSVC 2013 support is pending. 2012 projects may be converted to 2013
1.55 + projects by MSVC, in the meantime.)
1.56 +- A valid Microsoft account -- This requirement is not imposed by SDL, but
1.57 + rather by Microsoft's Visual C++ toolchain. This is required to debug apps.
1.58 +
1.59 +
1.60 +Setup, High-Level Steps
1.61 +-----------------------
1.62 +
1.63 +The steps for setting up a project for an SDL/WinRT app looks like the
1.64 +following, at a high-level:
1.65 +
1.66 +1. create a new Visual C++ project using Microsoft's template for a,
1.67 + "Direct3D App".
1.68 +2. remove most of the files from the project.
1.69 +3. make your app's project directly reference SDL/WinRT's own Visual C++
1.70 + project file, via use of Visual C++'s "References" dialog. This will setup
1.71 + the linker, and will copy SDL's .dll files to your app's final output.
1.72 +4. adjust your app's build settings, at minimum, telling it where to find SDL's
1.73 + header files.
1.74 +5. add a file that contains a WinRT-appropriate main function.
1.75 +6. add SDL-specific app code.
1.76 +7. build and run your app.
1.77 +
1.78 +
1.79 +Setup, Detailed Steps
1.80 +---------------------
1.81 +
1.82 +### 1. Create a new project ###
1.83 +
1.84 +Create a new project using one of Visual C++'s templates for a plain, non-XAML,
1.85 +"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you
1.86 +don't see one of these templates, in Visual C++'s 'New Project' dialog, try
1.87 +using the textbox titled, 'Search Installed Templates' to look for one.
1.88 +
1.89 +
1.90 +### 2. Remove unneeded files from the project ###
1.91 +
1.92 +In the new project, delete any file that has one of the following extensions:
1.93 +
1.94 +- .cpp
1.95 +- .h
1.96 +- .hlsl
1.97 +
1.98 +When you are done, you should be left with a few files, each of which will be a
1.99 +necessary part of your app's project. These files will consist of:
1.100 +
1.101 +- an .appxmanifest file, which contains metadata on your WinRT app. This is
1.102 + similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
1.103 +- a few .png files, one of which is a splash screen (displayed when your app
1.104 + launches), others are app icons.
1.105 +- a .pfx file, used for code signing purposes.
1.106 +
1.107 +
1.108 +### 3. Add references to SDL's project files ###
1.109 +
1.110 +SDL/WinRT can be built in multiple variations, spanning across three different
1.111 +CPU architectures (x86, x64, and ARM) and two different configurations
1.112 +(Debug and Release). WinRT and Visual C++ do not currently provide a means
1.113 +for combining multiple variations of one library into a single file.
1.114 +Furthermore, it does not provide an easy means for copying pre-built .dll files
1.115 +into your app's final output (via Post-Build steps, for example). It does,
1.116 +however, provide a system whereby an app can reference the MSVC projects of
1.117 +libraries such that, when the app is built:
1.118 +
1.119 +1. each library gets built for the appropriate CPU architecture(s) and WinRT
1.120 + platform(s).
1.121 +2. each library's output, such as .dll files, get copied to the app's build
1.122 + output.
1.123 +
1.124 +To set this up for SDL/WinRT, you'll need to run through the following steps:
1.125 +
1.126 +1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
1.127 + "Solution Explorer")
1.128 +2. right click on your app's solution.
1.129 +3. navigate to "Add", then to "Existing Project..."
1.130 +4. find SDL/WinRT's Visual C++ project file and open it. Different project
1.131 + files exist for different WinRT platforms. All of them are in SDL's
1.132 + source distribution, in the following directories:
1.133 + * `VisualC-WinRT/WinPhone80_VS2012/` - for Windows Phone 8.0 apps
1.134 + * `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
1.135 + * `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps
1.136 + * `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps
1.137 +5. once the project has been added, right-click on your app's project and
1.138 + select, "References..."
1.139 +6. click on the button titled, "Add New Reference..."
1.140 +7. check the box next to SDL
1.141 +8. click OK to close the dialog
1.142 +9. SDL will now show up in the list of references. Click OK to close that
1.143 + dialog.
1.144 +
1.145 +Your project is now linked to SDL's project, insofar that when the app is
1.146 +built, SDL will be built as well, with its build output getting included with
1.147 +your app.
1.148 +
1.149 +
1.150 +### 4. Adjust Your App's Build Settings ###
1.151 +
1.152 +Some build settings need to be changed in your app's project. This guide will
1.153 +outline the following:
1.154 +
1.155 +- making sure that the compiler knows where to find SDL's header files
1.156 +- **(optional for C++, but NECESSARY for compiling C code)** telling the
1.157 + compiler not to use Microsoft's C++ extensions for WinRT development.
1.158 +- **(OPTIONAL)** telling the compiler not generate errors due to missing
1.159 + precompiled header files.
1.160 +
1.161 +To change these settings:
1.162 +
1.163 +1. right-click on the project
1.164 +2. choose "Properties"
1.165 +3. in the drop-down box next to "Configuration", choose, "All Configurations"
1.166 +4. in the drop-down box next to "Platform", choose, "All Platforms"
1.167 +5. in the left-hand list, expand the "C/C++" section
1.168 +6. select "General"
1.169 +7. edit the "Additional Include Directories" setting, and add a path to SDL's
1.170 + "include" directory
1.171 +8. ***Optional: to enable compilation of C code:*** change the setting for
1.172 + "Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
1.173 + working with a completely C++ based project, this step can usually be
1.174 + omitted.
1.175 +9. ***Optional: to disable precompiled headers (which can produce
1.176 + 'stdafx.h'-related build errors, if setup incorrectly:*** in the left-hand
1.177 + list, select "Precompiled Headers", then change the setting for "Precompiled
1.178 + Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
1.179 +10. close the dialog, saving settings, by clicking the "OK" button
1.180 +
1.181 +
1.182 +### 5. Add a WinRT-appropriate main function to the app. ###
1.183 +
1.184 +C/C++-based WinRT apps do contain a `main` function that the OS will invoke when
1.185 +the app starts launching. The parameters of WinRT main functions are different
1.186 +than those found on other platforms, Win32 included. SDL/WinRT provides a
1.187 +platform-appropriate main function that will perform these actions, setup key
1.188 +portions of the app, then invoke a classic, C/C++-style main function (that take
1.189 +in "argc" and "argv" parameters). The code for this file is contained inside
1.190 +SDL's source distribution, under `src/main/winrt/SDL_winrt_main_NonXAML.cpp`.
1.191 +You'll need to add this file, or a copy of it, to your app's project, and make
1.192 +sure it gets compiled using a Microsoft-specific set of C++ extensions called
1.193 +C++/CX.
1.194 +
1.195 +***NOTE: C++/CX compilation is currently required in at least one file of your
1.196 +app's project. This is to make sure that Visual C++'s linker builds a 'Windows
1.197 +Metadata' file (.winmd) for your app. Not doing so can lead to build errors.***
1.198 +
1.199 +To include `SDL_winrt_main_NonXAML.cpp`:
1.200 +
1.201 +1. right-click on your project (again, in Visual C++'s Solution Explorer),
1.202 + navigate to "Add", then choose "Existing Item...".
1.203 +2. open `SDL_winrt_main_NonXAML.cpp`, which is found inside SDL's source
1.204 + distribution, under `src/main/winrt/`. Make sure that the open-file dialog
1.205 + closes, either by double-clicking on the file, or single-clicking on it and
1.206 + then clicking Add.
1.207 +3. right-click on the file (as listed in your project), then click on
1.208 + "Properties...".
1.209 +4. in the drop-down box next to "Configuration", choose, "All Configurations"
1.210 +5. in the drop-down box next to "Platform", choose, "All Platforms"
1.211 +6. in the left-hand list, click on "C/C++"
1.212 +7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
1.213 +8. click the OK button. This will close the dialog.
1.214 +
1.215 +
1.216 +### 6. Add app code and assets ###
1.217 +
1.218 +At this point, you can add in SDL-specific source code. Be sure to include a
1.219 +C-style main function (ie: `int main(int argc, char *argv[])`). From there you
1.220 +should be able to create a single `SDL_Window` (WinRT apps can only have one
1.221 +window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
1.222 +draw content. Events are received via SDL's usual event functions
1.223 +(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
1.224 +you can start adding them to the project now. If not, or if you would like to
1.225 +make sure that you're setup correctly, some short and simple sample code is
1.226 +provided below.
1.227 +
1.228 +
1.229 +#### 6.A. ... when creating a new app ####
1.230 +
1.231 +If you are creating a new app (rather than porting an existing SDL-based app),
1.232 +or if you would just like a simple app to test SDL/WinRT with before trying to
1.233 +get existing code working, some working SDL/WinRT code is provided below. To
1.234 +set this up:
1.235 +
1.236 +1. right click on your app's project
1.237 +2. select Add, then New Item. An "Add New Item" dialog will show up.
1.238 +3. from the left-hand list, choose "Visual C++"
1.239 +4. from the middle/main list, choose "C++ File (.cpp)"
1.240 +5. near the bottom of the dialog, next to "Name:", type in a name for your
1.241 +source file, such as, "main.cpp".
1.242 +6. click on the Add button. This will close the dialog, add the new file to
1.243 +your project, and open the file in Visual C++'s text editor.
1.244 +7. Copy and paste the following code into the new file (minus the , then save
1.245 +it.
1.246 +
1.247 +```
1.248 +#include <SDL.h>
1.249 +
1.250 +int main(int argc, char **argv)
1.251 +{
1.252 + SDL_DisplayMode mode;
1.253 + SDL_Window * window = NULL;
1.254 + SDL_Renderer * renderer = NULL;
1.255 + SDL_Event evt;
1.256 +
1.257 + if (SDL_Init(SDL_INIT_VIDEO) != 0) {
1.258 + return 1;
1.259 + }
1.260 +
1.261 + if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
1.262 + return 1;
1.263 + }
1.264 +
1.265 + if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
1.266 + return 1;
1.267 + }
1.268 +
1.269 + while (1) {
1.270 + while (SDL_PollEvent(&evt)) {
1.271 + }
1.272 +
1.273 + SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
1.274 + SDL_RenderClear(renderer);
1.275 + SDL_RenderPresent(renderer);
1.276 + }
1.277 +}
1.278 +```
1.279 +
1.280 +
1.281 +#### 6.B. Adding code and assets ####
1.282 +
1.283 +If you have existing code and assets that you'd like to add, you should be able
1.284 +to add them now. The process for adding a set of files is as such.
1.285 +
1.286 +1. right click on the app's project
1.287 +2. select Add, then click on "New Item..."
1.288 +3. open any source, header, or asset files as appropriate. Support for C and
1.289 +C++ is available.
1.290 +
1.291 +Do note that WinRT only supports a subset of the APIs that are available to
1.292 +Win32-based apps. Many portions of the Win32 API and the C runtime are not
1.293 +available.
1.294 +
1.295 +A list of unsupported C APIs can be found at
1.296 +<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
1.297 +
1.298 +General information on using the C runtime in WinRT can be found at
1.299 +<http://msdn.microsoft.com/en-us/LIBRARY/hh972425(v=vs.110).aspx>
1.300 +
1.301 +A list of supported Win32 APIs for Windows 8/RT apps can be found at
1.302 +<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
1.303 +the list of supported Win32 APIs for Windows Phone 8 development is different.
1.304 +That list can be found at
1.305 +<http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
1.306 +
1.307 +
1.308 +### 7. Build and run your app ###
1.309 +
1.310 +Your app project should now be setup, and you should be ready to build your app.
1.311 +To run it on the local machine, open the Debug menu and choose "Start
1.312 +Debugging". This will build your app, then run your app full-screen. To switch
1.313 +out of your app, press the Windows key. Alternatively, you can choose to run
1.314 +your app in a window. To do this, before building and running your app, find
1.315 +the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
1.316 +this by clicking on the arrow on the right side of the list, then click on
1.317 +Simulator. Once you do that, any time you build and run the app, the app will
1.318 +launch in window, rather than full-screen.
1.319 +
1.320 +
1.321 +#### 7.A. Running apps on ARM-based devices ####
1.322 +
1.323 +To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
1.324 +
1.325 +- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
1.326 + debugs ARM-based apps via IP networks.
1.327 +- change a few options on the development machine, both to make sure it builds
1.328 + for ARM (rather than x86 or x64), and to make sure it knows how to find the
1.329 + Windows RT device (on the network).
1.330 +
1.331 +Microsoft's Remote Debugger can be found at
1.332 +<http://msdn.microsoft.com/en-us/library/vstudio/bt727f1t.aspx>. Please note
1.333 +that separate versions of this debugger exist for different versions of Visual
1.334 +C++, one for debugging with MSVC 2012, another for debugging with MSVC 2013.
1.335 +
1.336 +To setup Visual C++ to launch your app on an ARM device:
1.337 +
1.338 +1. make sure the Remote Debugger is running on your ARM device, and that it's on
1.339 + the same IP network as your development machine.
1.340 +2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
1.341 + it, then change the value to "ARM".
1.342 +3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
1.343 + do this:
1.344 + 1. open the app project's properties
1.345 + 2. select "Debugging"
1.346 + 3. next to "Machine Name", enter the hostname or IP address of the ARM
1.347 + device
1.348 + 4. if, and only if, you've turned off authentication in the Remote Debugger, then change the setting for "Require Authentication" to No
1.349 + 5. click "OK"
1.350 +4. build and run the app (from Visual C++). The first time you do this, a
1.351 + prompt will show up on the ARM device, asking for a Microsoft Account. You
1.352 + do, unfortunately, need to log in here, and will need to follow the
1.353 + subsequent registration steps in order to launch the app. After you do so,
1.354 + if the app didn't already launch, try relaunching it again from within Visual
1.355 + C++.
1.356 +
1.357 +
1.358 +TODO
1.359 ----
1.360 -
1.361 -- Finish adding support for MSVC 2013, and "Universal" WinRT apps, which
1.362 - support Windows 8.1, Windows Phone 8.1, and in the future, Xbox One and
1.363 - Windows Desktop.
1.364 -- Finish adding support for the SDL satellite libraries (SDL_image, SDL_mixer,
1.365 - SDL_ttf, etc.)
1.366 -- Create templates for both MSVC 2012 and MSVC 2013, and have the corresponding
1.367 - VSIX packages either include pre-built copies of SDL, or reference binaries
1.368 - available via MSVC's NuGet servers
1.369 -- Write setup instructions that use MSVC 201x templates
1.370 -- Write setup instructions that don't use MSVC 201x templates, and use
1.371 - MSVC project-to-project references, rather than pre-built binaries
1.372 -- Write a list of caveats found in SDL/WinRT, such as APIs that don't work due
1.373 - to platform restrictions, or things that need further work
1.374 +
1.375 +- Document details of SDL satellite library support
1.376 +- Make [NuGet](https://www.nuget.org) packages for SDL/WinRT
1.377 +- Create templates for both MSVC 2012 and MSVC 2013, and have the corresponding
1.378 + VSIX packages either include pre-built copies of SDL, or reference binaries
1.379 + available via MSVC's NuGet servers
1.380 + - Write setup instructions that use MSVC 201x templates
1.381 +- Write a list of caveats found in SDL/WinRT, such as APIs that don't work due
1.382 + to platform restrictions, or things that need further work