Sync SDL3 wiki -> header

This commit is contained in:
SDL Wiki Bot
2023-02-28 17:30:22 +00:00
parent 99c38268cd
commit 60127460b0
23 changed files with 1908 additions and 1908 deletions

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@@ -21,7 +21,7 @@ Requirements
(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
rather by Microsoft's Visual C++ toolchain. This is required to launch or
debug apps.
@@ -44,8 +44,8 @@ Here is a rough list of what works, and what doesn't:
SDL_GetPerformanceFrequency(), etc.)
* file I/O via SDL_RWops
* 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
* 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, capture devices will fail to work,
presenting as a device disconnect shortly after opening it.)
* .DLL file loading. Libraries *MUST* be packaged inside applications. Loading
@@ -55,7 +55,7 @@ Here is a rough list of what works, and what doesn't:
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.)
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.
@@ -198,7 +198,7 @@ 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
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:
@@ -239,19 +239,19 @@ To change these settings:
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
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
"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
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
@@ -268,7 +268,7 @@ A few files should be included directly in your app's MSVC project, specifically
To include these files for C/C++ projects:
1. right-click on your project (again, in Visual C++'s Solution Explorer),
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:
@@ -288,8 +288,8 @@ To include these files for C/C++ projects:
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
**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
@@ -299,58 +299,58 @@ 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
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
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
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
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) != 0) {
return 1;
} else if (SDL_CreateWindowAndRenderer(0, 0, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
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);
@@ -363,41 +363,41 @@ int main(int argc, char **argv)
#### 6.B. Adding code and assets ####
If you have existing code and assets that you'd like to add, you should be able
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
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
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
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
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
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
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.
@@ -410,37 +410,37 @@ 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
- 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
- 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
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
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
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
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
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
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++.