mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-11-17 18:21:40 +00:00
468 lines
21 KiB
Markdown
468 lines
21 KiB
Markdown
WinRT
|
|
=====
|
|
|
|
This port allows SDL applications to run on Microsoft's platforms that require
|
|
use of "Windows Runtime", aka. "WinRT", APIs. WinRT apps are currently
|
|
full-screen only, and run in what Microsoft sometimes refers to as their
|
|
"Modern" (formerly, "Metro"), environment. For Windows 8.x, Microsoft may also
|
|
refer to them as "Windows Store" apps, due to them being distributed,
|
|
primarily, via a Microsoft-run online store (of the same name).
|
|
|
|
Some of the operating systems that include WinRT, are:
|
|
|
|
* Windows 10, via its Universal Windows Platform (UWP) APIs
|
|
* Windows 8.x
|
|
* Windows RT 8.x (aka. Windows 8.x for ARM processors)
|
|
* Windows Phone 8.x
|
|
|
|
|
|
Requirements
|
|
------------
|
|
|
|
* Microsoft Visual C++ (aka Visual Studio), either 2015, 2013, or 2012
|
|
- Free, "Community" or "Express" editions may be used, so long as they
|
|
include support for either "Windows Store" or "Windows Phone" apps.
|
|
"Express" versions marked as supporting "Windows Desktop" development
|
|
typically do not include support for creating WinRT apps, to note.
|
|
(The "Community" editions of Visual C++ do, however, support both
|
|
desktop/Win32 and WinRT development).
|
|
- Visual C++ 2012 can only build apps that target versions 8.0 of Windows,
|
|
or Windows Phone. 8.0-targetted apps will run on devices running 8.1
|
|
editions of Windows, however they will not be able to take advantage of
|
|
8.1-specific features.
|
|
- Visual C++ 2013 cannot create app projects that target Windows 8.0.
|
|
Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0,
|
|
Windows Phone 8.1, and Windows 8.1, but not Windows 8.0. An optional
|
|
Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8",
|
|
allows Visual C++ 2013 to load and build Windows 8.0 projects that were
|
|
created with Visual C++ 2012, so long as Visual C++ 2012 is installed
|
|
on the same machine. More details on targeting different versions of
|
|
Windows can found at the following web pages:
|
|
- [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx)
|
|
- [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools)
|
|
* A valid Microsoft account - This requirement is not imposed by SDL, but
|
|
rather by Microsoft's Visual C++ toolchain. This is required to launch or
|
|
debug apps.
|
|
|
|
|
|
Status
|
|
------
|
|
|
|
Here is a rough list of what works, and what doens't:
|
|
|
|
* What works:
|
|
* compilation via Visual C++ 2012 through 2015
|
|
* compile-time platform detection for SDL programs. The C/C++ #define,
|
|
`__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
|
|
* GPU-accelerated 2D rendering, via SDL_Renderer.
|
|
* OpenGL ES 2, via the ANGLE library (included separately from SDL)
|
|
* software rendering, via either SDL_Surface (optionally in conjunction with
|
|
SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
|
|
SDL_Renderer APIs
|
|
* threads
|
|
* timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
|
|
SDL_GetPerformanceFrequency(), etc.)
|
|
* file I/O via SDL_RWops
|
|
* mouse input (unsupported on Windows Phone)
|
|
* audio, via a modified version of SDL's XAudio2 backend
|
|
* .DLL file loading. Libraries *MUST* be packaged inside applications. Loading
|
|
anything outside of the app is not supported.
|
|
* system path retrieval via SDL's filesystem APIs
|
|
* game controllers. Support is provided via the SDL_Joystick and
|
|
SDL_GameController APIs, and is backed by Microsoft's XInput API.
|
|
* multi-touch input
|
|
* app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
|
|
appropriate.
|
|
* window events
|
|
* using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can
|
|
choose to render content directly via Direct3D, using SDL to manage the
|
|
internal WinRT window, as well as input and audio. (Use
|
|
SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into
|
|
IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.)
|
|
|
|
* What partially works:
|
|
* keyboard input. Most of WinRT's documented virtual keys are supported, as
|
|
well as many keys with documented hardware scancodes.
|
|
* SDLmain. WinRT uses a different signature for each app's main() function.
|
|
SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
|
|
(in `SDL\src\main\winrt\`) directly in order for their C-style main()
|
|
functions to be called.
|
|
|
|
* What doesn't work:
|
|
* compilation with anything other than Visual C++
|
|
* programmatically-created custom cursors. These don't appear to be supported
|
|
by WinRT. Different OS-provided cursors can, however, be created via
|
|
SDL_CreateSystemCursor() (unsupported on Windows Phone)
|
|
* SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently
|
|
supported by WinRT itself.
|
|
* joysticks and game controllers that aren't supported by Microsoft's XInput
|
|
API.
|
|
* turning off VSync when rendering on Windows Phone. Attempts to turn VSync
|
|
off on Windows Phone result either in Direct3D not drawing anything, or it
|
|
forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get
|
|
turned-on on Windows Phone. This limitation is not present in non-Phone
|
|
WinRT (such as Windows 8.x), where turning off VSync appears to work.
|
|
* probably anything else that's not listed as supported
|
|
|
|
|
|
|
|
Upgrade Notes
|
|
-------------
|
|
|
|
#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3
|
|
|
|
SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath().
|
|
The fixes may affect older, SDL 2.0.3-based apps' save data. Please note
|
|
that these changes only apply to SDL-based WinRT apps, and not to apps for
|
|
any other platform.
|
|
|
|
1. SDL_GetPrefPath() would return an invalid path, one in which the path's
|
|
directory had not been created. Attempts to create files there
|
|
(via fopen(), for example), would fail, unless that directory was
|
|
explicitly created beforehand.
|
|
|
|
2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside
|
|
a WinRT 'Roaming' folder, the contents of which get automatically
|
|
synchronized across multiple devices. This process can occur while an
|
|
application runs, and can cause existing save-data to be overwritten
|
|
at unexpected times, with data from other devices. (Windows Phone apps
|
|
written with SDL 2.0.3 did not utilize a Roaming folder, due to API
|
|
restrictions in Windows Phone 8.0).
|
|
|
|
|
|
SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by:
|
|
|
|
1. making sure that SDL_GetPrefPath() returns a directory in which data
|
|
can be written to immediately, without first needing to create directories.
|
|
|
|
2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the
|
|
contents of which do not automatically get synchronized across devices
|
|
(and which require less work to use safely, in terms of data integrity).
|
|
|
|
Apps that wish to get their Roaming folder's path can do so either by using
|
|
SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a
|
|
UCS-2/wide-char string), or directly through the WinRT class,
|
|
Windows.Storage.ApplicationData.
|
|
|
|
|
|
|
|
Setup, High-Level Steps
|
|
-----------------------
|
|
|
|
The steps for setting up a project for an SDL/WinRT app looks like the
|
|
following, at a high-level:
|
|
|
|
1. create a new Visual C++ project using Microsoft's template for a,
|
|
"Direct3D App".
|
|
2. remove most of the files from the project.
|
|
3. make your app's project directly reference SDL/WinRT's own Visual C++
|
|
project file, via use of Visual C++'s "References" dialog. This will setup
|
|
the linker, and will copy SDL's .dll files to your app's final output.
|
|
4. adjust your app's build settings, at minimum, telling it where to find SDL's
|
|
header files.
|
|
5. add a file that contains a WinRT-appropriate main function.
|
|
6. add SDL-specific app code.
|
|
7. build and run your app.
|
|
|
|
|
|
Setup, Detailed Steps
|
|
---------------------
|
|
|
|
### 1. Create a new project ###
|
|
|
|
Create a new project using one of Visual C++'s templates for a plain, non-XAML,
|
|
"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you
|
|
don't see one of these templates, in Visual C++'s 'New Project' dialog, try
|
|
using the textbox titled, 'Search Installed Templates' to look for one.
|
|
|
|
|
|
### 2. Remove unneeded files from the project ###
|
|
|
|
In the new project, delete any file that has one of the following extensions:
|
|
|
|
- .cpp
|
|
- .h
|
|
- .hlsl
|
|
|
|
When you are done, you should be left with a few files, each of which will be a
|
|
necessary part of your app's project. These files will consist of:
|
|
|
|
- an .appxmanifest file, which contains metadata on your WinRT app. This is
|
|
similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
|
|
- a few .png files, one of which is a splash screen (displayed when your app
|
|
launches), others are app icons.
|
|
- a .pfx file, used for code signing purposes.
|
|
|
|
|
|
### 3. Add references to SDL's project files ###
|
|
|
|
SDL/WinRT can be built in multiple variations, spanning across three different
|
|
CPU architectures (x86, x64, and ARM) and two different configurations
|
|
(Debug and Release). WinRT and Visual C++ do not currently provide a means
|
|
for combining multiple variations of one library into a single file.
|
|
Furthermore, it does not provide an easy means for copying pre-built .dll files
|
|
into your app's final output (via Post-Build steps, for example). It does,
|
|
however, provide a system whereby an app can reference the MSVC projects of
|
|
libraries such that, when the app is built:
|
|
|
|
1. each library gets built for the appropriate CPU architecture(s) and WinRT
|
|
platform(s).
|
|
2. each library's output, such as .dll files, get copied to the app's build
|
|
output.
|
|
|
|
To set this up for SDL/WinRT, you'll need to run through the following steps:
|
|
|
|
1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
|
|
"Solution Explorer")
|
|
2. right click on your app's solution.
|
|
3. navigate to "Add", then to "Existing Project..."
|
|
4. find SDL/WinRT's Visual C++ project file and open it. Different project
|
|
files exist for different WinRT platforms. All of them are in SDL's
|
|
source distribution, in the following directories:
|
|
* `VisualC-WinRT/UWP_VS2015/` - for Windows 10 / UWP apps
|
|
* `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
|
|
* `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps
|
|
* `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps
|
|
5. once the project has been added, right-click on your app's project and
|
|
select, "References..."
|
|
6. click on the button titled, "Add New Reference..."
|
|
7. check the box next to SDL
|
|
8. click OK to close the dialog
|
|
9. SDL will now show up in the list of references. Click OK to close that
|
|
dialog.
|
|
|
|
Your project is now linked to SDL's project, insofar that when the app is
|
|
built, SDL will be built as well, with its build output getting included with
|
|
your app.
|
|
|
|
|
|
### 4. Adjust Your App's Build Settings ###
|
|
|
|
Some build settings need to be changed in your app's project. This guide will
|
|
outline the following:
|
|
|
|
- making sure that the compiler knows where to find SDL's header files
|
|
- **Optional for C++, but NECESSARY for compiling C code:** telling the
|
|
compiler not to use Microsoft's C++ extensions for WinRT development.
|
|
- **Optional:** telling the compiler not generate errors due to missing
|
|
precompiled header files.
|
|
|
|
To change these settings:
|
|
|
|
1. right-click on the project
|
|
2. choose "Properties"
|
|
3. in the drop-down box next to "Configuration", choose, "All Configurations"
|
|
4. in the drop-down box next to "Platform", choose, "All Platforms"
|
|
5. in the left-hand list, expand the "C/C++" section
|
|
6. select "General"
|
|
7. edit the "Additional Include Directories" setting, and add a path to SDL's
|
|
"include" directory
|
|
8. **Optional: to enable compilation of C code:** change the setting for
|
|
"Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
|
|
working with a completely C++ based project, this step can usually be
|
|
omitted.
|
|
9. **Optional: to disable precompiled headers (which can produce
|
|
'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
|
|
list, select "Precompiled Headers", then change the setting for "Precompiled
|
|
Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
|
|
10. close the dialog, saving settings, by clicking the "OK" button
|
|
|
|
|
|
### 5. Add a WinRT-appropriate main function to the app. ###
|
|
|
|
C/C++-based WinRT apps do contain a `main` function that the OS will invoke when
|
|
the app starts launching. The parameters of WinRT main functions are different
|
|
than those found on other platforms, Win32 included. SDL/WinRT provides a
|
|
platform-appropriate main function that will perform these actions, setup key
|
|
portions of the app, then invoke a classic, C/C++-style main function (that take
|
|
in "argc" and "argv" parameters). The code for this file is contained inside
|
|
SDL's source distribution, under `src/main/winrt/SDL_winrt_main_NonXAML.cpp`.
|
|
You'll need to add this file, or a copy of it, to your app's project, and make
|
|
sure it gets compiled using a Microsoft-specific set of C++ extensions called
|
|
C++/CX.
|
|
|
|
**NOTE: C++/CX compilation is currently required in at least one file of your
|
|
app's project. This is to make sure that Visual C++'s linker builds a 'Windows
|
|
Metadata' file (.winmd) for your app. Not doing so can lead to build errors.**
|
|
|
|
To include `SDL_winrt_main_NonXAML.cpp`:
|
|
|
|
1. right-click on your project (again, in Visual C++'s Solution Explorer),
|
|
navigate to "Add", then choose "Existing Item...".
|
|
2. open `SDL_winrt_main_NonXAML.cpp`, which is found inside SDL's source
|
|
distribution, under `src/main/winrt/`. Make sure that the open-file dialog
|
|
closes, either by double-clicking on the file, or single-clicking on it and
|
|
then clicking Add.
|
|
3. right-click on the file (as listed in your project), then click on
|
|
"Properties...".
|
|
4. in the drop-down box next to "Configuration", choose, "All Configurations"
|
|
5. in the drop-down box next to "Platform", choose, "All Platforms"
|
|
6. in the left-hand list, click on "C/C++"
|
|
7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
|
|
8. click the OK button. This will close the dialog.
|
|
|
|
|
|
### 6. Add app code and assets ###
|
|
|
|
At this point, you can add in SDL-specific source code. Be sure to include a
|
|
C-style main function (ie: `int main(int argc, char *argv[])`). From there you
|
|
should be able to create a single `SDL_Window` (WinRT apps can only have one
|
|
window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
|
|
draw content. Events are received via SDL's usual event functions
|
|
(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
|
|
you can start adding them to the project now. If not, or if you would like to
|
|
make sure that you're setup correctly, some short and simple sample code is
|
|
provided below.
|
|
|
|
|
|
#### 6.A. ... when creating a new app ####
|
|
|
|
If you are creating a new app (rather than porting an existing SDL-based app),
|
|
or if you would just like a simple app to test SDL/WinRT with before trying to
|
|
get existing code working, some working SDL/WinRT code is provided below. To
|
|
set this up:
|
|
|
|
1. right click on your app's project
|
|
2. select Add, then New Item. An "Add New Item" dialog will show up.
|
|
3. from the left-hand list, choose "Visual C++"
|
|
4. from the middle/main list, choose "C++ File (.cpp)"
|
|
5. near the bottom of the dialog, next to "Name:", type in a name for your
|
|
source file, such as, "main.cpp".
|
|
6. click on the Add button. This will close the dialog, add the new file to
|
|
your project, and open the file in Visual C++'s text editor.
|
|
7. Copy and paste the following code into the new file, then save it.
|
|
|
|
|
|
#include <SDL.h>
|
|
|
|
int main(int argc, char **argv)
|
|
{
|
|
SDL_DisplayMode mode;
|
|
SDL_Window * window = NULL;
|
|
SDL_Renderer * renderer = NULL;
|
|
SDL_Event evt;
|
|
|
|
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
|
|
return 1;
|
|
}
|
|
|
|
if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
|
|
return 1;
|
|
}
|
|
|
|
if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
|
|
return 1;
|
|
}
|
|
|
|
while (1) {
|
|
while (SDL_PollEvent(&evt)) {
|
|
}
|
|
|
|
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
|
|
SDL_RenderClear(renderer);
|
|
SDL_RenderPresent(renderer);
|
|
}
|
|
}
|
|
|
|
|
|
#### 6.B. Adding code and assets ####
|
|
|
|
If you have existing code and assets that you'd like to add, you should be able
|
|
to add them now. The process for adding a set of files is as such.
|
|
|
|
1. right click on the app's project
|
|
2. select Add, then click on "New Item..."
|
|
3. open any source, header, or asset files as appropriate. Support for C and
|
|
C++ is available.
|
|
|
|
Do note that WinRT only supports a subset of the APIs that are available to
|
|
Win32-based apps. Many portions of the Win32 API and the C runtime are not
|
|
available.
|
|
|
|
A list of unsupported C APIs can be found at
|
|
<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
|
|
|
|
General information on using the C runtime in WinRT can be found at
|
|
<https://msdn.microsoft.com/en-us/library/hh972425.aspx>
|
|
|
|
A list of supported Win32 APIs for WinRT apps can be found at
|
|
<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
|
|
the list of supported Win32 APIs for Windows Phone 8.0 is different.
|
|
That list can be found at
|
|
<http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
|
|
|
|
|
|
### 7. Build and run your app ###
|
|
|
|
Your app project should now be setup, and you should be ready to build your app.
|
|
To run it on the local machine, open the Debug menu and choose "Start
|
|
Debugging". This will build your app, then run your app full-screen. To switch
|
|
out of your app, press the Windows key. Alternatively, you can choose to run
|
|
your app in a window. To do this, before building and running your app, find
|
|
the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
|
|
this by clicking on the arrow on the right side of the list, then click on
|
|
Simulator. Once you do that, any time you build and run the app, the app will
|
|
launch in window, rather than full-screen.
|
|
|
|
|
|
#### 7.A. Running apps on older, ARM-based, "Windows RT" devices ####
|
|
|
|
**These instructions do not include Windows Phone, despite Windows Phone
|
|
typically running on ARM processors.** They are specifically for devices
|
|
that use the "Windows RT" operating system, which was a modified version of
|
|
Windows 8.x that ran primarily on ARM-based tablet computers.
|
|
|
|
To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
|
|
|
|
- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
|
|
debugs ARM-based apps via IP networks.
|
|
- change a few options on the development machine, both to make sure it builds
|
|
for ARM (rather than x86 or x64), and to make sure it knows how to find the
|
|
Windows RT device (on the network).
|
|
|
|
Microsoft's Remote Debugger can be found at
|
|
<https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note
|
|
that separate versions of this debugger exist for different versions of Visual
|
|
C++, one each for MSVC 2015, 2013, and 2012.
|
|
|
|
To setup Visual C++ to launch your app on an ARM device:
|
|
|
|
1. make sure the Remote Debugger is running on your ARM device, and that it's on
|
|
the same IP network as your development machine.
|
|
2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
|
|
it, then change the value to "ARM".
|
|
3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
|
|
do this:
|
|
1. open the app project's properties
|
|
2. select "Debugging"
|
|
3. next to "Machine Name", enter the hostname or IP address of the ARM
|
|
device
|
|
4. if, and only if, you've turned off authentication in the Remote Debugger,
|
|
then change the setting for "Require Authentication" to No
|
|
5. click "OK"
|
|
4. build and run the app (from Visual C++). The first time you do this, a
|
|
prompt will show up on the ARM device, asking for a Microsoft Account. You
|
|
do, unfortunately, need to log in here, and will need to follow the
|
|
subsequent registration steps in order to launch the app. After you do so,
|
|
if the app didn't already launch, try relaunching it again from within Visual
|
|
C++.
|
|
|
|
|
|
Troubleshooting
|
|
---------------
|
|
|
|
#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'"
|
|
|
|
Try adding the following to your linker flags. In MSVC, this can be done by
|
|
right-clicking on the app project, navigating to Configuration Properties ->
|
|
Linker -> Command Line, then adding them to the Additional Options
|
|
section.
|
|
|
|
* For Release builds / MSVC-Configurations, add:
|
|
|
|
/nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib
|
|
|
|
* For Debug builds / MSVC-Configurations, add:
|
|
|
|
/nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib
|
|
|