kc3-lang/SDL/docs/README-winrt.md

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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:

Requirements

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:

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:

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:

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 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:

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++.

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