WinRT: added manual, app-setup instructions to the README A number of other parts of the WinRT README were edited, either for clarity, or to help with Markdown rendering.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384
diff --git a/docs/README-winrt.md b/docs/README-winrt.md
index 713dc9d..284453a 100644
--- a/docs/README-winrt.md
+++ b/docs/README-winrt.md
@@ -1,44 +1,337 @@
-WinRT
-=====
-
-SDL/WinRT layer allows SDL2-based applications to run on many of Microsoft's
-platforms that utilize the "Windows Runtime" (aka "WinRT") APIs. WinRT apps
-are currently always full-screen apps, run in what Microsoft calls their
-"Modern" environment (aka. "Metro"), and are distributed via Microsoft-run
-online stores. Some of the operating systems that support such apps include:
-
-* Windows 8.x
-* Windows RT 8.x (aka. Windows 8.x for ARM processors)
-* Windows Phone 8.x
-
-To note, WinRT applications that run on Windows 8.x and/or Windows RT are often
-called "Windows Store" apps.
-
-
-Requirements
+WinRT
+=====
+
+SDL/WinRT layer allows SDL2-based applications to run on many of Microsoft's
+platforms that utilize the "Windows Runtime" (aka "WinRT") APIs. WinRT apps
+are currently always full-screen apps, run in what Microsoft calls their
+"Modern" environment (aka. "Metro"), and are distributed via Microsoft-run
+online stores. Some of the operating systems that support such apps include:
+
+* Windows 8.x
+* Windows RT 8.x (aka. Windows 8.x for ARM processors)
+* Windows Phone 8.x
+
+To note, WinRT applications that run on Windows 8.x and/or Windows RT are often
+called "Windows Store" apps.
+
+
+Requirements
------------
-
-- Microsoft Visual C++ 2012 -- Free, "Express" editions may be used, so long
- as they include support for either "Windows Store" or "Windows Phone" apps.
- (NOTE: MSVC 2013 support is pending. 2012 projects may be converted to 2013
- projects by MSVC, in the meantime.)
-- A valid Microsoft account -- This requirement is not imposed by SDL, but
- rather by Microsoft's Visual C++ toolchain. This is required to debug apps.
-
-
-TODO
+
+- Microsoft Visual C++ 2012 -- Free, "Express" editions may be used, so long
+ as they include support for either "Windows Store" or "Windows Phone" apps.
+ (NOTE: MSVC 2013 support is pending. 2012 projects may be converted to 2013
+ projects by MSVC, in the meantime.)
+- A valid Microsoft account -- This requirement is not imposed by SDL, but
+ rather by Microsoft's Visual C++ toolchain. This is required to debug apps.
+
+
+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/WinPhone80_VS2012/` - for Windows Phone 8.0 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 (minus the , 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
+<http://msdn.microsoft.com/en-us/LIBRARY/hh972425(v=vs.110).aspx>
+
+A list of supported Win32 APIs for Windows 8/RT 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 development 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 ARM-based devices ####
+
+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
+<http://msdn.microsoft.com/en-us/library/vstudio/bt727f1t.aspx>. Please note
+that separate versions of this debugger exist for different versions of Visual
+C++, one for debugging with MSVC 2012, another for debugging with MSVC 2013.
+
+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++.
+
+
+TODO
----
-
-- Finish adding support for MSVC 2013, and "Universal" WinRT apps, which
- support Windows 8.1, Windows Phone 8.1, and in the future, Xbox One and
- Windows Desktop.
-- Finish adding support for the SDL satellite libraries (SDL_image, SDL_mixer,
- SDL_ttf, etc.)
-- Create templates for both MSVC 2012 and MSVC 2013, and have the corresponding
- VSIX packages either include pre-built copies of SDL, or reference binaries
- available via MSVC's NuGet servers
-- Write setup instructions that use MSVC 201x templates
-- Write setup instructions that don't use MSVC 201x templates, and use
- MSVC project-to-project references, rather than pre-built binaries
-- Write a list of caveats found in SDL/WinRT, such as APIs that don't work due
- to platform restrictions, or things that need further work
+
+- Document details of SDL satellite library support
+- Make [NuGet](https://www.nuget.org) packages for SDL/WinRT
+- Create templates for both MSVC 2012 and MSVC 2013, and have the corresponding
+ VSIX packages either include pre-built copies of SDL, or reference binaries
+ available via MSVC's NuGet servers
+ - Write setup instructions that use MSVC 201x templates
+- Write a list of caveats found in SDL/WinRT, such as APIs that don't work due
+ to platform restrictions, or things that need further work