mirror of https://github.com/libsdl-org/SDL
parent
fd6056307f
commit
090e30dbca
|
@ -1,483 +0,0 @@
|
||||||
WinRT
|
|
||||||
=====
|
|
||||||
|
|
||||||
This port allows SDL applications to run on Microsoft's platforms that require
|
|
||||||
use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases,
|
|
||||||
refer to them as either "Windows Store", or for Windows 10, "UWP" apps.
|
|
||||||
|
|
||||||
In the past, SDL has supported Windows RT 8.x, Windows Phone, etc, but in
|
|
||||||
modern times this port is focused on UWP apps, which run on Windows 10,
|
|
||||||
and modern Xbox consoles.
|
|
||||||
|
|
||||||
|
|
||||||
Requirements
|
|
||||||
------------
|
|
||||||
|
|
||||||
* Microsoft Visual C++ (aka Visual Studio) 2019.
|
|
||||||
- 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).
|
|
||||||
* 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 doesn't:
|
|
||||||
|
|
||||||
* What works:
|
|
||||||
* compilation via Visual C++ 2019.
|
|
||||||
* compile-time platform detection for SDL programs. The C/C++ #define,
|
|
||||||
`SDL_PLATFORM_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_IOStream
|
|
||||||
* mouse input (unsupported on Windows Phone)
|
|
||||||
* audio, via SDL's WASAPI backend (if you want to record, your app must
|
|
||||||
have "Microphone" capabilities enabled in its manifest, and the user must
|
|
||||||
not have blocked access. Otherwise, recording devices will fail to work,
|
|
||||||
presenting as a device disconnect shortly after opening it.)
|
|
||||||
* .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_Gamepad APIs, and is backed by Microsoft's XInput API. Please
|
|
||||||
note, however, that Windows limits game-controller support in UWP apps to,
|
|
||||||
"Xbox compatible controllers" (many controllers that work in Win32 apps,
|
|
||||||
do not work in UWP, due to restrictions in UWP itself.)
|
|
||||||
* 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
|
|
||||||
the window properties 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. Converting
|
|
||||||
SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs
|
|
||||||
(MapVirtualKey()) in Microsoft's Windows Store / UWP APIs.
|
|
||||||
* SDL_main. WinRT uses a different signature for each app's main() function
|
|
||||||
and requires it to be implemented in C++, so SDL_main.h must be #include'd
|
|
||||||
in a C++ source file, that also must be compiled with /ZW.
|
|
||||||
|
|
||||||
* 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 either are not supported by
|
|
||||||
Microsoft's XInput API, or are not supported within UWP apps (many
|
|
||||||
controllers that work in Win32, do not work in UWP, due to restrictions in
|
|
||||||
UWP itself).
|
|
||||||
* 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, vsync 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
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
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 files that contains a WinRT-appropriate main function, along with some
|
|
||||||
data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls)
|
|
||||||
work properly.
|
|
||||||
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, in the `VisualC-WinRT`
|
|
||||||
directory.
|
|
||||||
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
|
|
||||||
**Note:** If you don't see this section, you may have to add a .c or .cpp
|
|
||||||
Source file to the Project first.
|
|
||||||
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, and a blank-cursor image, to the app. ###
|
|
||||||
|
|
||||||
A few files should be included directly in your app's MSVC project, specifically:
|
|
||||||
1. a WinRT-appropriate main function (which is different than main() functions on
|
|
||||||
other platforms)
|
|
||||||
2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor
|
|
||||||
(if and when the app needs to do so). *If this cursor resource is not
|
|
||||||
included, mouse-position reporting may fail if and when the cursor is
|
|
||||||
hidden, due to possible bugs/design-oddities in Windows itself.*
|
|
||||||
|
|
||||||
To include these files for C/C++ projects:
|
|
||||||
|
|
||||||
1. right-click on your project (again, in Visual C++'s Solution Explorer),
|
|
||||||
navigate to "Add", then choose "Existing Item...".
|
|
||||||
2. navigate to the directory containing SDL's source code, then into its
|
|
||||||
subdirectory, 'src/main/winrt/'. Select, then add, the following files:
|
|
||||||
- `SDL3-WinRTResources.rc`
|
|
||||||
- `SDL3-WinRTResource_BlankCursor.cur`
|
|
||||||
3. For the next step you need a C++ source file.
|
|
||||||
- If your standard main() function is implemented in a **C++** source file,
|
|
||||||
use that file.
|
|
||||||
- If your standard main() function is implemented in a **plain C** source file,
|
|
||||||
create an empty .cpp source file (e.g. `main.cpp`) that only contains the line
|
|
||||||
`#include <SDL3/SDL_main.h>` and use that file instead.
|
|
||||||
4. Right click on the C++ source file from step 3 (as listed in your project),
|
|
||||||
then click on "Properties...".
|
|
||||||
5. in the drop-down box next to "Configuration", choose, "All Configurations"
|
|
||||||
6. in the drop-down box next to "Platform", choose, "All Platforms"
|
|
||||||
7. in the left-hand list, click on "C/C++"
|
|
||||||
8. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
|
|
||||||
9. click the OK button. This will close the dialog.
|
|
||||||
|
|
||||||
**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.**
|
|
||||||
|
|
||||||
For non-C++ projects, you will need to call SDL_RunApp from your language's
|
|
||||||
main function, and generate SDL3-WinRTResources.res manually by using `rc` via
|
|
||||||
the Developer Command Prompt and including it as a <Win32Resource> within the
|
|
||||||
first <PropertyGroup> block in your Visual Studio project file.
|
|
||||||
|
|
||||||
### 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.
|
|
||||||
|
|
||||||
```c
|
|
||||||
#include <SDL3/SDL.h>
|
|
||||||
#include <SDL3/SDL_main.h>
|
|
||||||
|
|
||||||
int main(int argc, char **argv)
|
|
||||||
{
|
|
||||||
SDL_Window *window = NULL;
|
|
||||||
SDL_Renderer *renderer = NULL;
|
|
||||||
SDL_Event evt;
|
|
||||||
SDL_bool keep_going = SDL_TRUE;
|
|
||||||
|
|
||||||
if (!SDL_Init(SDL_INIT_VIDEO)) {
|
|
||||||
return 1;
|
|
||||||
} else if (!SDL_CreateWindowAndRenderer("Hello SDL", 0, 0, SDL_WINDOW_FULLSCREEN, &window, &renderer)) {
|
|
||||||
return 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
while (keep_going) {
|
|
||||||
while (SDL_PollEvent(&evt)) {
|
|
||||||
if ((evt.type == SDL_EVENT_KEY_DOWN) && (evt.key.keysym.sym == SDLK_ESCAPE)) {
|
|
||||||
keep_going = SDL_FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
|
|
||||||
SDL_RenderClear(renderer);
|
|
||||||
SDL_RenderPresent(renderer);
|
|
||||||
}
|
|
||||||
|
|
||||||
SDL_Quit();
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
```
|
|
||||||
|
|
||||||
#### 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
|
|
||||||
|
|
||||||
|
|
||||||
#### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values
|
|
||||||
|
|
||||||
This may be caused by a bug in Windows itself, whereby hiding the mouse
|
|
||||||
cursor can cause mouse-position reporting to fail.
|
|
||||||
|
|
||||||
SDL provides a workaround for this, but it requires that an app links to a
|
|
||||||
set of Win32-style cursor image-resource files. A copy of suitable resource
|
|
||||||
files can be found in `src/main/winrt/`. Adding them to an app's Visual C++
|
|
||||||
project file should be sufficient to get the app to use them.
|
|
||||||
|
|
||||||
|
|
||||||
#### SDL's Visual Studio project file fails to open, with message, "The system can't find the file specified."
|
|
||||||
|
|
||||||
This can be caused for any one of a few reasons, which Visual Studio can
|
|
||||||
report, but won't always do so in an up-front manner.
|
|
||||||
|
|
||||||
To help determine why this error comes up:
|
|
||||||
|
|
||||||
1. open a copy of Visual Studio without opening a project file. This can be
|
|
||||||
accomplished via Windows' Start Menu, among other means.
|
|
||||||
2. show Visual Studio's Output window. This can be done by going to VS'
|
|
||||||
menu bar, then to View, and then to Output.
|
|
||||||
3. try opening the SDL project file directly by going to VS' menu bar, then
|
|
||||||
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
|
|
||||||
directory, VisualC-WinRT/UWP_VS2015/).
|
|
||||||
4. after attempting to open SDL's Visual Studio project file, additional error
|
|
||||||
information will be output to the Output window.
|
|
||||||
|
|
||||||
If Visual Studio reports (via its Output window) that the project:
|
|
||||||
|
|
||||||
"could not be loaded because it's missing install components. To fix this launch Visual Studio setup with the following selections:
|
|
||||||
Microsoft.VisualStudio.ComponentGroup.UWP.VC"
|
|
||||||
|
|
||||||
... 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
|
|
||||||
you are there, if you are planning on targeting UWP / Windows 10, also make sure
|
|
||||||
that you check the optional component, "Windows 10 SDK (10.0.10240.0)". After
|
|
||||||
making sure these items are checked as-appropriate, install them.
|
|
||||||
|
|
||||||
Once you install these components, try re-launching Visual Studio, and re-opening
|
|
||||||
the SDL project file. If you still get the error dialog, try using the Output
|
|
||||||
window, again, seeing what Visual Studio says about it.
|
|
||||||
|
|
||||||
|
|
||||||
#### Game controllers / joysticks aren't working!
|
|
||||||
|
|
||||||
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.
|
|
||||||
|
|
||||||
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.
|
|
||||||
(Source: https://social.msdn.microsoft.com/Forums/en-US/9064838b-e8c3-4c18-8a83-19bf0dfe150d/xinput-fails-to-detect-game-controllers?forum=wpdevelop)
|
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue