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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:
-
-* 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
-