Commit 0903aa3f8d42bb9b52702aff6514ead756df1610

David Ludwig 2014-09-14T11:36:24

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.

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