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197243140f
update SDL2 to v2.30.0
519 lines
23 KiB
Markdown
519 lines
23 KiB
Markdown
WinRT
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=====
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This port allows SDL applications to run on Microsoft's platforms that require
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use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases,
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refer to them as either "Windows Store", or for Windows 10, "UWP" apps.
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In the past, SDL has supported Windows RT 8.x, Windows Phone, etc, but in
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modern times this port is focused on UWP apps, which run on Windows 10,
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and modern Xbox consoles.
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Requirements
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------------
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* Microsoft Visual C++ (aka Visual Studio) 2019.
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- Free, "Community" or "Express" editions may be used, so long as they
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include support for either "Windows Store" or "Windows Phone" apps.
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"Express" versions marked as supporting "Windows Desktop" development
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typically do not include support for creating WinRT apps, to note.
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(The "Community" editions of Visual C++ do, however, support both
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desktop/Win32 and WinRT development).
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* A valid Microsoft account - This requirement is not imposed by SDL, but
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rather by Microsoft's Visual C++ toolchain. This is required to launch or
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debug apps.
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Status
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------
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Here is a rough list of what works, and what doesn't:
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* What works:
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* compilation via Visual C++ 2019.
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* compile-time platform detection for SDL programs. The C/C++ #define,
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`__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
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* GPU-accelerated 2D rendering, via SDL_Renderer.
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* OpenGL ES 2, via the ANGLE library (included separately from SDL)
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* software rendering, via either SDL_Surface (optionally in conjunction with
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SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
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SDL_Renderer APIs
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* threads
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* timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
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SDL_GetPerformanceFrequency(), etc.)
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* file I/O via SDL_RWops
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* mouse input (unsupported on Windows Phone)
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* audio, via SDL's WASAPI backend (if you want to record, your app must
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have "Microphone" capabilities enabled in its manifest, and the user must
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not have blocked access. Otherwise, capture devices will fail to work,
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presenting as a device disconnect shortly after opening it.)
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* .DLL file loading. Libraries *MUST* be packaged inside applications. Loading
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anything outside of the app is not supported.
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* system path retrieval via SDL's filesystem APIs
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* game controllers. Support is provided via the SDL_Joystick and
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SDL_GameController APIs, and is backed by Microsoft's XInput API. Please
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note, however, that Windows limits game-controller support in UWP apps to,
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"Xbox compatible controllers" (many controllers that work in Win32 apps,
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do not work in UWP, due to restrictions in UWP itself.)
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* multi-touch input
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* app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
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appropriate.
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* window events
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* using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can
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choose to render content directly via Direct3D, using SDL to manage the
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internal WinRT window, as well as input and audio. (Use
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SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into
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IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.)
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* What partially works:
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* keyboard input. Most of WinRT's documented virtual keys are supported, as
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well as many keys with documented hardware scancodes. Converting
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SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs
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(MapVirtualKey()) in Microsoft's Windows Store / UWP APIs.
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* SDLmain. WinRT uses a different signature for each app's main() function.
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SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
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(in `SDL\src\main\winrt\`) directly in order for their C-style main()
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functions to be called.
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* What doesn't work:
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* compilation with anything other than Visual C++
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* programmatically-created custom cursors. These don't appear to be supported
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by WinRT. Different OS-provided cursors can, however, be created via
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SDL_CreateSystemCursor() (unsupported on Windows Phone)
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* SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently
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supported by WinRT itself.
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* joysticks and game controllers that either are not supported by
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Microsoft's XInput API, or are not supported within UWP apps (many
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controllers that work in Win32, do not work in UWP, due to restrictions in
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UWP itself).
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* turning off VSync when rendering on Windows Phone. Attempts to turn VSync
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off on Windows Phone result either in Direct3D not drawing anything, or it
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forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get
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turned-on on Windows Phone. This limitation is not present in non-Phone
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WinRT (such as Windows 8.x), where turning off VSync appears to work.
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* probably anything else that's not listed as supported
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Upgrade Notes
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-------------
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#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3
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SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath().
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The fixes may affect older, SDL 2.0.3-based apps' save data. Please note
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that these changes only apply to SDL-based WinRT apps, and not to apps for
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any other platform.
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1. SDL_GetPrefPath() would return an invalid path, one in which the path's
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directory had not been created. Attempts to create files there
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(via fopen(), for example), would fail, unless that directory was
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explicitly created beforehand.
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2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside
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a WinRT 'Roaming' folder, the contents of which get automatically
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synchronized across multiple devices. This process can occur while an
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application runs, and can cause existing save-data to be overwritten
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at unexpected times, with data from other devices. (Windows Phone apps
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written with SDL 2.0.3 did not utilize a Roaming folder, due to API
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restrictions in Windows Phone 8.0).
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SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by:
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1. making sure that SDL_GetPrefPath() returns a directory in which data
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can be written to immediately, without first needing to create directories.
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2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the
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contents of which do not automatically get synchronized across devices
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(and which require less work to use safely, in terms of data integrity).
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Apps that wish to get their Roaming folder's path can do so either by using
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SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a
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UCS-2/wide-char string), or directly through the WinRT class,
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Windows.Storage.ApplicationData.
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Setup, High-Level Steps
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-----------------------
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The steps for setting up a project for an SDL/WinRT app looks like the
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following, at a high-level:
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1. create a new Visual C++ project using Microsoft's template for a,
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"Direct3D App".
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2. remove most of the files from the project.
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3. make your app's project directly reference SDL/WinRT's own Visual C++
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project file, via use of Visual C++'s "References" dialog. This will setup
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the linker, and will copy SDL's .dll files to your app's final output.
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4. adjust your app's build settings, at minimum, telling it where to find SDL's
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header files.
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5. add files that contains a WinRT-appropriate main function, along with some
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data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls)
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work properly.
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6. add SDL-specific app code.
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7. build and run your app.
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Setup, Detailed Steps
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---------------------
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### 1. Create a new project ###
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Create a new project using one of Visual C++'s templates for a plain, non-XAML,
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"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you
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don't see one of these templates, in Visual C++'s 'New Project' dialog, try
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using the textbox titled, 'Search Installed Templates' to look for one.
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### 2. Remove unneeded files from the project ###
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In the new project, delete any file that has one of the following extensions:
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- .cpp
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- .h
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- .hlsl
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When you are done, you should be left with a few files, each of which will be a
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necessary part of your app's project. These files will consist of:
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- an .appxmanifest file, which contains metadata on your WinRT app. This is
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similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
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- a few .png files, one of which is a splash screen (displayed when your app
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launches), others are app icons.
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- a .pfx file, used for code signing purposes.
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### 3. Add references to SDL's project files ###
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SDL/WinRT can be built in multiple variations, spanning across three different
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CPU architectures (x86, x64, and ARM) and two different configurations
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(Debug and Release). WinRT and Visual C++ do not currently provide a means
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for combining multiple variations of one library into a single file.
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Furthermore, it does not provide an easy means for copying pre-built .dll files
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into your app's final output (via Post-Build steps, for example). It does,
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however, provide a system whereby an app can reference the MSVC projects of
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libraries such that, when the app is built:
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1. each library gets built for the appropriate CPU architecture(s) and WinRT
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platform(s).
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2. each library's output, such as .dll files, get copied to the app's build
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output.
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To set this up for SDL/WinRT, you'll need to run through the following steps:
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1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
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"Solution Explorer")
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2. right click on your app's solution.
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3. navigate to "Add", then to "Existing Project..."
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4. find SDL/WinRT's Visual C++ project file and open it, in the `VisualC-WinRT`
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directory.
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5. once the project has been added, right-click on your app's project and
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select, "References..."
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6. click on the button titled, "Add New Reference..."
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7. check the box next to SDL
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8. click OK to close the dialog
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9. SDL will now show up in the list of references. Click OK to close that
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dialog.
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Your project is now linked to SDL's project, insofar that when the app is
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built, SDL will be built as well, with its build output getting included with
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your app.
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### 4. Adjust Your App's Build Settings ###
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Some build settings need to be changed in your app's project. This guide will
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outline the following:
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- making sure that the compiler knows where to find SDL's header files
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- **Optional for C++, but NECESSARY for compiling C code:** telling the
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compiler not to use Microsoft's C++ extensions for WinRT development.
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- **Optional:** telling the compiler not generate errors due to missing
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precompiled header files.
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To change these settings:
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1. right-click on the project
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2. choose "Properties"
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3. in the drop-down box next to "Configuration", choose, "All Configurations"
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4. in the drop-down box next to "Platform", choose, "All Platforms"
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5. in the left-hand list, expand the "C/C++" section
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6. select "General"
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7. edit the "Additional Include Directories" setting, and add a path to SDL's
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"include" directory
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8. **Optional: to enable compilation of C code:** change the setting for
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"Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
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working with a completely C++ based project, this step can usually be
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omitted.
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9. **Optional: to disable precompiled headers (which can produce
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'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
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list, select "Precompiled Headers", then change the setting for "Precompiled
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Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
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10. close the dialog, saving settings, by clicking the "OK" button
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### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ###
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A few files should be included directly in your app's MSVC project, specifically:
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1. a WinRT-appropriate main function (which is different than main() functions on
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other platforms)
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2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor
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(if and when the app needs to do so). *If this cursor resource is not
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included, mouse-position reporting may fail if and when the cursor is
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hidden, due to possible bugs/design-oddities in Windows itself.*
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To include these files for C/C++ projects:
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1. right-click on your project (again, in Visual C++'s Solution Explorer),
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navigate to "Add", then choose "Existing Item...".
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2. navigate to the directory containing SDL's source code, then into its
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subdirectory, 'src/main/winrt/'. Select, then add, the following files:
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- `SDL_winrt_main_NonXAML.cpp`
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- `SDL2-WinRTResources.rc`
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- `SDL2-WinRTResource_BlankCursor.cur`
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3. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your
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project), then click on "Properties...".
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4. in the drop-down box next to "Configuration", choose, "All Configurations"
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5. in the drop-down box next to "Platform", choose, "All Platforms"
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6. in the left-hand list, click on "C/C++"
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7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
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8. click the OK button. This will close the dialog.
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**NOTE: C++/CX compilation is currently required in at least one file of your
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app's project. This is to make sure that Visual C++'s linker builds a 'Windows
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Metadata' file (.winmd) for your app. Not doing so can lead to build errors.**
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For non-C++ projects, you will need to call SDL_WinRTRunApp from your language's
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main function, and generate SDL2-WinRTResources.res manually by using `rc` via
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the Developer Command Prompt and including it as a <Win32Resource> within the
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first <PropertyGroup> block in your Visual Studio project file.
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### 6. Add app code and assets ###
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At this point, you can add in SDL-specific source code. Be sure to include a
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C-style main function (ie: `int main(int argc, char *argv[])`). From there you
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should be able to create a single `SDL_Window` (WinRT apps can only have one
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window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
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draw content. Events are received via SDL's usual event functions
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(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
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you can start adding them to the project now. If not, or if you would like to
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make sure that you're setup correctly, some short and simple sample code is
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provided below.
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#### 6.A. ... when creating a new app ####
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If you are creating a new app (rather than porting an existing SDL-based app),
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or if you would just like a simple app to test SDL/WinRT with before trying to
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get existing code working, some working SDL/WinRT code is provided below. To
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set this up:
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1. right click on your app's project
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2. select Add, then New Item. An "Add New Item" dialog will show up.
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3. from the left-hand list, choose "Visual C++"
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4. from the middle/main list, choose "C++ File (.cpp)"
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5. near the bottom of the dialog, next to "Name:", type in a name for your
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source file, such as, "main.cpp".
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6. click on the Add button. This will close the dialog, add the new file to
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your project, and open the file in Visual C++'s text editor.
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7. Copy and paste the following code into the new file, then save it.
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```c
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#include <SDL.h>
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int main(int argc, char **argv)
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{
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SDL_DisplayMode mode;
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SDL_Window * window = NULL;
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SDL_Renderer * renderer = NULL;
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SDL_Event evt;
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SDL_bool keep_going = SDL_TRUE;
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if (SDL_Init(SDL_INIT_VIDEO) != 0) {
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return 1;
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} else if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
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return 1;
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} else if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
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return 1;
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}
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while (keep_going) {
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while (SDL_PollEvent(&evt)) {
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if ((evt.type == SDL_KEYDOWN) && (evt.key.keysym.sym == SDLK_ESCAPE)) {
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keep_going = SDL_FALSE;
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}
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}
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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}
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SDL_Quit();
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return 0;
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}
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```
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#### 6.B. Adding code and assets ####
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If you have existing code and assets that you'd like to add, you should be able
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to add them now. The process for adding a set of files is as such.
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1. right click on the app's project
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2. select Add, then click on "New Item..."
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3. open any source, header, or asset files as appropriate. Support for C and
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C++ is available.
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Do note that WinRT only supports a subset of the APIs that are available to
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Win32-based apps. Many portions of the Win32 API and the C runtime are not
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available.
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A list of unsupported C APIs can be found at
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<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
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General information on using the C runtime in WinRT can be found at
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<https://msdn.microsoft.com/en-us/library/hh972425.aspx>
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A list of supported Win32 APIs for WinRT apps can be found at
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<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
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the list of supported Win32 APIs for Windows Phone 8.0 is different.
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That list can be found at
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<http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
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### 7. Build and run your app ###
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Your app project should now be setup, and you should be ready to build your app.
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To run it on the local machine, open the Debug menu and choose "Start
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Debugging". This will build your app, then run your app full-screen. To switch
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out of your app, press the Windows key. Alternatively, you can choose to run
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your app in a window. To do this, before building and running your app, find
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the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
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this by clicking on the arrow on the right side of the list, then click on
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Simulator. Once you do that, any time you build and run the app, the app will
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launch in window, rather than full-screen.
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#### 7.A. Running apps on older, ARM-based, "Windows RT" devices ####
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**These instructions do not include Windows Phone, despite Windows Phone
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typically running on ARM processors.** They are specifically for devices
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that use the "Windows RT" operating system, which was a modified version of
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Windows 8.x that ran primarily on ARM-based tablet computers.
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To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
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- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
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debugs ARM-based apps via IP networks.
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- change a few options on the development machine, both to make sure it builds
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for ARM (rather than x86 or x64), and to make sure it knows how to find the
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Windows RT device (on the network).
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Microsoft's Remote Debugger can be found at
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<https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note
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that separate versions of this debugger exist for different versions of Visual
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C++, one each for MSVC 2015, 2013, and 2012.
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To setup Visual C++ to launch your app on an ARM device:
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1. make sure the Remote Debugger is running on your ARM device, and that it's on
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the same IP network as your development machine.
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2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
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it, then change the value to "ARM".
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3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
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do this:
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1. open the app project's properties
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2. select "Debugging"
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3. next to "Machine Name", enter the hostname or IP address of the ARM
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device
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4. if, and only if, you've turned off authentication in the Remote Debugger,
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then change the setting for "Require Authentication" to No
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5. click "OK"
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4. build and run the app (from Visual C++). The first time you do this, a
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prompt will show up on the ARM device, asking for a Microsoft Account. You
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do, unfortunately, need to log in here, and will need to follow the
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subsequent registration steps in order to launch the app. After you do so,
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if the app didn't already launch, try relaunching it again from within Visual
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C++.
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Troubleshooting
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---------------
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#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'"
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Try adding the following to your linker flags. In MSVC, this can be done by
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right-clicking on the app project, navigating to Configuration Properties ->
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Linker -> Command Line, then adding them to the Additional Options
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section.
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* For Release builds / MSVC-Configurations, add:
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/nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib
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* For Debug builds / MSVC-Configurations, add:
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/nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib
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#### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values
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This may be caused by a bug in Windows itself, whereby hiding the mouse
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cursor can cause mouse-position reporting to fail.
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SDL provides a workaround for this, but it requires that an app links to a
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set of Win32-style cursor image-resource files. A copy of suitable resource
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files can be found in `src/main/winrt/`. Adding them to an app's Visual C++
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project file should be sufficient to get the app to use them.
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#### SDL's Visual Studio project file fails to open, with message, "The system can't find the file specified."
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This can be caused for any one of a few reasons, which Visual Studio can
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report, but won't always do so in an up-front manner.
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To help determine why this error comes up:
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1. open a copy of Visual Studio without opening a project file. This can be
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|
accomplished via Windows' Start Menu, among other means.
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2. show Visual Studio's Output window. This can be done by going to VS'
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|
menu bar, then to View, and then to Output.
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3. try opening the SDL project file directly by going to VS' menu bar, then
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to File, then to Open, then to Project/Solution. When a File-Open dialog
|
|
appears, open the SDL project (such as the one in SDL's source code, in its
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|
directory, VisualC-WinRT/UWP_VS2015/).
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4. after attempting to open SDL's Visual Studio project file, additional error
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|
information will be output to the Output window.
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If Visual Studio reports (via its Output window) that the project:
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|
"could not be loaded because it's missing install components. To fix this launch Visual Studio setup with the following selections:
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|
Microsoft.VisualStudio.ComponentGroup.UWP.VC"
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|
... then you will need to re-launch Visual Studio's installer, and make sure that
|
|
the workflow for "Universal Windows Platform development" is checked, and that its
|
|
optional component, "C++ Universal Windows Platform tools" is also checked. While
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|
you are there, if you are planning on targeting UWP / Windows 10, also make sure
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|
that you check the optional component, "Windows 10 SDK (10.0.10240.0)". After
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|
making sure these items are checked as-appropriate, install them.
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|
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Once you install these components, try re-launching Visual Studio, and re-opening
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|
the SDL project file. If you still get the error dialog, try using the Output
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|
window, again, seeing what Visual Studio says about it.
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#### Game controllers / joysticks aren't working!
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|
Windows only permits certain game controllers and joysticks to work within
|
|
WinRT / UWP apps. Even if a game controller or joystick works in a Win32
|
|
app, that device is not guaranteed to work inside a WinRT / UWP app.
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|
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|
According to Microsoft, "Xbox compatible controllers" should work inside
|
|
UWP apps, potentially with more working in the future. This includes, but
|
|
may not be limited to, Microsoft-made Xbox controllers and USB adapters.
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|
(Source: https://social.msdn.microsoft.com/Forums/en-US/9064838b-e8c3-4c18-8a83-19bf0dfe150d/xinput-fails-to-detect-game-controllers?forum=wpdevelop)
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