4 This port allows SDL applications to run on Microsoft's platforms that require
5 use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases,
6 refer to them as either "Windows Store", or for Windows 10, "UWP" apps.
8 Some of the operating systems that include WinRT, are:
10 * Windows 10, via its Universal Windows Platform (UWP) APIs
12 * Windows RT 8.x (aka. Windows 8.x for ARM processors)
19 * Microsoft Visual C++ (aka Visual Studio), either 2017, 2015, 2013, or 2012
20 - Free, "Community" or "Express" editions may be used, so long as they
21 include support for either "Windows Store" or "Windows Phone" apps.
22 "Express" versions marked as supporting "Windows Desktop" development
23 typically do not include support for creating WinRT apps, to note.
24 (The "Community" editions of Visual C++ do, however, support both
25 desktop/Win32 and WinRT development).
26 - Visual Studio 2017 can be used, however it is recommended that you install
27 the Visual C++ 2015 build tools. These build tools can be installed
28 using VS 2017's installer. Be sure to also install the workload for
29 "Universal Windows Platform development", its optional component, the
30 "C++ Universal Windows Platform tools", and for UWP / Windows 10
31 development, the "Windows 10 SDK (10.0.10240.0)". Please note that
32 targeting UWP / Windows 10 apps from development machine(s) running
33 earlier versions of Windows, such as Windows 7, is not always supported
34 by Visual Studio, and you may get error(s) when attempting to do so.
35 - Visual C++ 2012 can only build apps that target versions 8.0 of Windows,
36 or Windows Phone. 8.0-targeted apps will run on devices running 8.1
37 editions of Windows, however they will not be able to take advantage of
38 8.1-specific features.
39 - Visual C++ 2013 cannot create app projects that target Windows 8.0.
40 Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0,
41 Windows Phone 8.1, and Windows 8.1, but not Windows 8.0. An optional
42 Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8",
43 allows Visual C++ 2013 to load and build Windows 8.0 projects that were
44 created with Visual C++ 2012, so long as Visual C++ 2012 is installed
45 on the same machine. More details on targeting different versions of
46 Windows can found at the following web pages:
47 - [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx)
48 - [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools)
49 * A valid Microsoft account - This requirement is not imposed by SDL, but
50 rather by Microsoft's Visual C++ toolchain. This is required to launch or
57 Here is a rough list of what works, and what doesn't:
60 * compilation via Visual C++ 2012 through 2015
61 * compile-time platform detection for SDL programs. The C/C++ #define,
62 `__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
63 * GPU-accelerated 2D rendering, via SDL_Renderer.
64 * OpenGL ES 2, via the ANGLE library (included separately from SDL)
65 * software rendering, via either SDL_Surface (optionally in conjunction with
66 SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
69 * timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
70 SDL_GetPerformanceFrequency(), etc.)
71 * file I/O via SDL_RWops
72 * mouse input (unsupported on Windows Phone)
73 * audio, via SDL's WASAPI backend (if you want to record, your app must
74 have "Microphone" capabilities enabled in its manifest, and the user must
75 not have blocked access. Otherwise, capture devices will fail to work,
76 presenting as a device disconnect shortly after opening it.)
77 * .DLL file loading. Libraries *MUST* be packaged inside applications. Loading
78 anything outside of the app is not supported.
79 * system path retrieval via SDL's filesystem APIs
80 * game controllers. Support is provided via the SDL_Joystick and
81 SDL_GameController APIs, and is backed by Microsoft's XInput API. Please
82 note, however, that Windows limits game-controller support in UWP apps to,
83 "Xbox compatible controllers" (many controllers that work in Win32 apps,
84 do not work in UWP, due to restrictions in UWP itself.)
86 * app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
89 * using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can
90 choose to render content directly via Direct3D, using SDL to manage the
91 internal WinRT window, as well as input and audio. (Use
92 SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into
93 IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.)
95 * What partially works:
96 * keyboard input. Most of WinRT's documented virtual keys are supported, as
97 well as many keys with documented hardware scancodes. Converting
98 SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs
99 (MapVirtualKey()) in Microsoft's Windows Store / UWP APIs.
100 * SDLmain. WinRT uses a different signature for each app's main() function.
101 SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
102 (in `SDL\src\main\winrt\`) directly in order for their C-style main()
103 functions to be called.
106 * compilation with anything other than Visual C++
107 * programmatically-created custom cursors. These don't appear to be supported
108 by WinRT. Different OS-provided cursors can, however, be created via
109 SDL_CreateSystemCursor() (unsupported on Windows Phone)
110 * SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently
111 supported by WinRT itself.
112 * joysticks and game controllers that either are not supported by
113 Microsoft's XInput API, or are not supported within UWP apps (many
114 controllers that work in Win32, do not work in UWP, due to restrictions in
116 * turning off VSync when rendering on Windows Phone. Attempts to turn VSync
117 off on Windows Phone result either in Direct3D not drawing anything, or it
118 forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get
119 turned-on on Windows Phone. This limitation is not present in non-Phone
120 WinRT (such as Windows 8.x), where turning off VSync appears to work.
121 * probably anything else that's not listed as supported
128 #### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3
130 SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath().
131 The fixes may affect older, SDL 2.0.3-based apps' save data. Please note
132 that these changes only apply to SDL-based WinRT apps, and not to apps for
135 1. SDL_GetPrefPath() would return an invalid path, one in which the path's
136 directory had not been created. Attempts to create files there
137 (via fopen(), for example), would fail, unless that directory was
138 explicitly created beforehand.
140 2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside
141 a WinRT 'Roaming' folder, the contents of which get automatically
142 synchronized across multiple devices. This process can occur while an
143 application runs, and can cause existing save-data to be overwritten
144 at unexpected times, with data from other devices. (Windows Phone apps
145 written with SDL 2.0.3 did not utilize a Roaming folder, due to API
146 restrictions in Windows Phone 8.0).
149 SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by:
151 1. making sure that SDL_GetPrefPath() returns a directory in which data
152 can be written to immediately, without first needing to create directories.
154 2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the
155 contents of which do not automatically get synchronized across devices
156 (and which require less work to use safely, in terms of data integrity).
158 Apps that wish to get their Roaming folder's path can do so either by using
159 SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a
160 UCS-2/wide-char string), or directly through the WinRT class,
161 Windows.Storage.ApplicationData.
165 Setup, High-Level Steps
166 -----------------------
168 The steps for setting up a project for an SDL/WinRT app looks like the
169 following, at a high-level:
171 1. create a new Visual C++ project using Microsoft's template for a,
173 2. remove most of the files from the project.
174 3. make your app's project directly reference SDL/WinRT's own Visual C++
175 project file, via use of Visual C++'s "References" dialog. This will setup
176 the linker, and will copy SDL's .dll files to your app's final output.
177 4. adjust your app's build settings, at minimum, telling it where to find SDL's
179 5. add files that contains a WinRT-appropriate main function, along with some
180 data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls)
182 6. add SDL-specific app code.
183 7. build and run your app.
186 Setup, Detailed Steps
187 ---------------------
189 ### 1. Create a new project ###
191 Create a new project using one of Visual C++'s templates for a plain, non-XAML,
192 "Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you
193 don't see one of these templates, in Visual C++'s 'New Project' dialog, try
194 using the textbox titled, 'Search Installed Templates' to look for one.
197 ### 2. Remove unneeded files from the project ###
199 In the new project, delete any file that has one of the following extensions:
205 When you are done, you should be left with a few files, each of which will be a
206 necessary part of your app's project. These files will consist of:
208 - an .appxmanifest file, which contains metadata on your WinRT app. This is
209 similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
210 - a few .png files, one of which is a splash screen (displayed when your app
211 launches), others are app icons.
212 - a .pfx file, used for code signing purposes.
215 ### 3. Add references to SDL's project files ###
217 SDL/WinRT can be built in multiple variations, spanning across three different
218 CPU architectures (x86, x64, and ARM) and two different configurations
219 (Debug and Release). WinRT and Visual C++ do not currently provide a means
220 for combining multiple variations of one library into a single file.
221 Furthermore, it does not provide an easy means for copying pre-built .dll files
222 into your app's final output (via Post-Build steps, for example). It does,
223 however, provide a system whereby an app can reference the MSVC projects of
224 libraries such that, when the app is built:
226 1. each library gets built for the appropriate CPU architecture(s) and WinRT
228 2. each library's output, such as .dll files, get copied to the app's build
231 To set this up for SDL/WinRT, you'll need to run through the following steps:
233 1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
235 2. right click on your app's solution.
236 3. navigate to "Add", then to "Existing Project..."
237 4. find SDL/WinRT's Visual C++ project file and open it. Different project
238 files exist for different WinRT platforms. All of them are in SDL's
239 source distribution, in the following directories:
240 * `VisualC-WinRT/UWP_VS2015/` - for Windows 10 / UWP apps
241 * `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
242 * `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps
243 * `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps
244 5. once the project has been added, right-click on your app's project and
245 select, "References..."
246 6. click on the button titled, "Add New Reference..."
247 7. check the box next to SDL
248 8. click OK to close the dialog
249 9. SDL will now show up in the list of references. Click OK to close that
252 Your project is now linked to SDL's project, insofar that when the app is
253 built, SDL will be built as well, with its build output getting included with
257 ### 4. Adjust Your App's Build Settings ###
259 Some build settings need to be changed in your app's project. This guide will
260 outline the following:
262 - making sure that the compiler knows where to find SDL's header files
263 - **Optional for C++, but NECESSARY for compiling C code:** telling the
264 compiler not to use Microsoft's C++ extensions for WinRT development.
265 - **Optional:** telling the compiler not generate errors due to missing
266 precompiled header files.
268 To change these settings:
270 1. right-click on the project
271 2. choose "Properties"
272 3. in the drop-down box next to "Configuration", choose, "All Configurations"
273 4. in the drop-down box next to "Platform", choose, "All Platforms"
274 5. in the left-hand list, expand the "C/C++" section
276 7. edit the "Additional Include Directories" setting, and add a path to SDL's
278 8. **Optional: to enable compilation of C code:** change the setting for
279 "Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
280 working with a completely C++ based project, this step can usually be
282 9. **Optional: to disable precompiled headers (which can produce
283 'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
284 list, select "Precompiled Headers", then change the setting for "Precompiled
285 Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
286 10. close the dialog, saving settings, by clicking the "OK" button
289 ### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ###
291 A few files should be included directly in your app's MSVC project, specifically:
292 1. a WinRT-appropriate main function (which is different than main() functions on
294 2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor
295 (if and when the app needs to do so). *If this cursor resource is not
296 included, mouse-position reporting may fail if and when the cursor is
297 hidden, due to possible bugs/design-oddities in Windows itself.*
299 To include these files:
301 1. right-click on your project (again, in Visual C++'s Solution Explorer),
302 navigate to "Add", then choose "Existing Item...".
303 2. navigate to the directory containing SDL's source code, then into its
304 subdirectory, 'src/main/winrt/'. Select, then add, the following files:
305 - `SDL_winrt_main_NonXAML.cpp`
306 - `SDL2-WinRTResources.rc`
307 - `SDL2-WinRTResource_BlankCursor.cur`
308 3. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your
309 project), then click on "Properties...".
310 4. in the drop-down box next to "Configuration", choose, "All Configurations"
311 5. in the drop-down box next to "Platform", choose, "All Platforms"
312 6. in the left-hand list, click on "C/C++"
313 7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
314 8. click the OK button. This will close the dialog.
317 **NOTE: C++/CX compilation is currently required in at least one file of your
318 app's project. This is to make sure that Visual C++'s linker builds a 'Windows
319 Metadata' file (.winmd) for your app. Not doing so can lead to build errors.**
322 ### 6. Add app code and assets ###
324 At this point, you can add in SDL-specific source code. Be sure to include a
325 C-style main function (ie: `int main(int argc, char *argv[])`). From there you
326 should be able to create a single `SDL_Window` (WinRT apps can only have one
327 window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
328 draw content. Events are received via SDL's usual event functions
329 (`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
330 you can start adding them to the project now. If not, or if you would like to
331 make sure that you're setup correctly, some short and simple sample code is
335 #### 6.A. ... when creating a new app ####
337 If you are creating a new app (rather than porting an existing SDL-based app),
338 or if you would just like a simple app to test SDL/WinRT with before trying to
339 get existing code working, some working SDL/WinRT code is provided below. To
342 1. right click on your app's project
343 2. select Add, then New Item. An "Add New Item" dialog will show up.
344 3. from the left-hand list, choose "Visual C++"
345 4. from the middle/main list, choose "C++ File (.cpp)"
346 5. near the bottom of the dialog, next to "Name:", type in a name for your
347 source file, such as, "main.cpp".
348 6. click on the Add button. This will close the dialog, add the new file to
349 your project, and open the file in Visual C++'s text editor.
350 7. Copy and paste the following code into the new file, then save it.
355 int main(int argc, char **argv)
357 SDL_DisplayMode mode;
358 SDL_Window * window = NULL;
359 SDL_Renderer * renderer = NULL;
362 if (SDL_Init(SDL_INIT_VIDEO) != 0) {
366 if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
370 if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
375 while (SDL_PollEvent(&evt)) {
378 SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
379 SDL_RenderClear(renderer);
380 SDL_RenderPresent(renderer);
385 #### 6.B. Adding code and assets ####
387 If you have existing code and assets that you'd like to add, you should be able
388 to add them now. The process for adding a set of files is as such.
390 1. right click on the app's project
391 2. select Add, then click on "New Item..."
392 3. open any source, header, or asset files as appropriate. Support for C and
395 Do note that WinRT only supports a subset of the APIs that are available to
396 Win32-based apps. Many portions of the Win32 API and the C runtime are not
399 A list of unsupported C APIs can be found at
400 <http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
402 General information on using the C runtime in WinRT can be found at
403 <https://msdn.microsoft.com/en-us/library/hh972425.aspx>
405 A list of supported Win32 APIs for WinRT apps can be found at
406 <http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
407 the list of supported Win32 APIs for Windows Phone 8.0 is different.
408 That list can be found at
409 <http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
412 ### 7. Build and run your app ###
414 Your app project should now be setup, and you should be ready to build your app.
415 To run it on the local machine, open the Debug menu and choose "Start
416 Debugging". This will build your app, then run your app full-screen. To switch
417 out of your app, press the Windows key. Alternatively, you can choose to run
418 your app in a window. To do this, before building and running your app, find
419 the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
420 this by clicking on the arrow on the right side of the list, then click on
421 Simulator. Once you do that, any time you build and run the app, the app will
422 launch in window, rather than full-screen.
425 #### 7.A. Running apps on older, ARM-based, "Windows RT" devices ####
427 **These instructions do not include Windows Phone, despite Windows Phone
428 typically running on ARM processors.** They are specifically for devices
429 that use the "Windows RT" operating system, which was a modified version of
430 Windows 8.x that ran primarily on ARM-based tablet computers.
432 To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
434 - install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
435 debugs ARM-based apps via IP networks.
436 - change a few options on the development machine, both to make sure it builds
437 for ARM (rather than x86 or x64), and to make sure it knows how to find the
438 Windows RT device (on the network).
440 Microsoft's Remote Debugger can be found at
441 <https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note
442 that separate versions of this debugger exist for different versions of Visual
443 C++, one each for MSVC 2015, 2013, and 2012.
445 To setup Visual C++ to launch your app on an ARM device:
447 1. make sure the Remote Debugger is running on your ARM device, and that it's on
448 the same IP network as your development machine.
449 2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
450 it, then change the value to "ARM".
451 3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
453 1. open the app project's properties
454 2. select "Debugging"
455 3. next to "Machine Name", enter the hostname or IP address of the ARM
457 4. if, and only if, you've turned off authentication in the Remote Debugger,
458 then change the setting for "Require Authentication" to No
460 4. build and run the app (from Visual C++). The first time you do this, a
461 prompt will show up on the ARM device, asking for a Microsoft Account. You
462 do, unfortunately, need to log in here, and will need to follow the
463 subsequent registration steps in order to launch the app. After you do so,
464 if the app didn't already launch, try relaunching it again from within Visual
471 #### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'"
473 Try adding the following to your linker flags. In MSVC, this can be done by
474 right-clicking on the app project, navigating to Configuration Properties ->
475 Linker -> Command Line, then adding them to the Additional Options
478 * For Release builds / MSVC-Configurations, add:
480 /nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib
482 * For Debug builds / MSVC-Configurations, add:
484 /nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib
487 #### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values
489 This may be caused by a bug in Windows itself, whereby hiding the mouse
490 cursor can cause mouse-position reporting to fail.
492 SDL provides a workaround for this, but it requires that an app links to a
493 set of Win32-style cursor image-resource files. A copy of suitable resource
494 files can be found in `src/main/winrt/`. Adding them to an app's Visual C++
495 project file should be sufficient to get the app to use them.
498 #### SDL's Visual Studio project file fails to open, with message, "The system can't find the file specified."
500 This can be caused for any one of a few reasons, which Visual Studio can
501 report, but won't always do so in an up-front manner.
503 To help determine why this error comes up:
505 1. open a copy of Visual Studio without opening a project file. This can be
506 accomplished via Windows' Start Menu, among other means.
507 2. show Visual Studio's Output window. This can be done by going to VS'
508 menu bar, then to View, and then to Output.
509 3. try opening the SDL project file directly by going to VS' menu bar, then
510 to File, then to Open, then to Project/Solution. When a File-Open dialog
511 appears, open the SDL project (such as the one in SDL's source code, in its
512 directory, VisualC-WinRT/UWP_VS2015/).
513 4. after attempting to open SDL's Visual Studio project file, additional error
514 information will be output to the Output window.
516 If Visual Studio reports (via its Output window) that the project:
518 "could not be loaded because it's missing install components. To fix this launch Visual Studio setup with the following selections:
519 Microsoft.VisualStudio.ComponentGroup.UWP.VC"
521 ... then you will need to re-launch Visual Studio's installer, and make sure that
522 the workflow for "Universal Windows Platform development" is checked, and that its
523 optional component, "C++ Universal Windows Platform tools" is also checked. While
524 you are there, if you are planning on targeting UWP / Windows 10, also make sure
525 that you check the optional component, "Windows 10 SDK (10.0.10240.0)". After
526 making sure these items are checked as-appropriate, install them.
528 Once you install these components, try re-launching Visual Studio, and re-opening
529 the SDL project file. If you still get the error dialog, try using the Output
530 window, again, seeing what Visual Studio says about it.
533 #### Game controllers / joysticks aren't working!
535 Windows only permits certain game controllers and joysticks to work within
536 WinRT / UWP apps. Even if a game controller or joystick works in a Win32
537 app, that device is not guaranteed to work inside a WinRT / UWP app.
539 According to Microsoft, "Xbox compatible controllers" should work inside
540 UWP apps, potentially with more working in the future. This includes, but
541 may not be limited to, Microsoft-made Xbox controllers and USB adapters.
542 (Source: https://social.msdn.microsoft.com/Forums/en-US/9064838b-e8c3-4c18-8a83-19bf0dfe150d/xinput-fails-to-detect-game-controllers?forum=wpdevelop)