mirror of https://github.com/encounter/SDL.git
WinRT: added details of the port's status, to README-winrt.md
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@ -41,6 +41,78 @@ Requirements
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debug apps.
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Status
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------
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Here is a rough list of what works, and what doens't:
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* What works:
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* compilation via Visual C++ 2012 and 2013
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* compile-time platform detection for SDL programs. The C/C++ #define,
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`__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
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* GPU-accelerated 2D rendering, via SDL_Renderer.
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* software rendering, via either SDL_Surface (optionally in conjunction with
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SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
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SDL_Renderer APIs
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* threads. Significant chunks of Win32's threading APIs are not available in
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WinRT. A new, SDL threading backend was built using C++11's threading APIs
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(std::thread, std::mutex, std::condition_variable, etc.), which C or C++
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programs alike can access via SDL's threading APIs. Support for thread
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priorities is not, however, currently available, due to restrictions in
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WinRT's own API set.
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* timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
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SDL_GetPerformanceFrequency(), etc.)
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* file I/O via SDL_RWops
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* mouse input (unsupported on Windows Phone)
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* audio, via a modified version of SDL's XAudio2 backend
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* .DLL file loading. Libraries must be packaged inside applications. Loading
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anything outside of the app is not supported.
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* system path retrieval via SDL's filesystem APIs
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* game controllers. Support is provided via the SDL_Joystick and
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SDL_GameController APIs, and is backed by Microsoft's XInput API.
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* multi-touch input
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* app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
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appropriate.
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* window events. SDL_WINDOWEVENT_MINIMIZED and SDL_WINDOWEVENT_RESTORED are
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sent out on app suspend and resume, respectively. SDL_WINDOWEVENT_SHOWN and
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SDL_WINDOWEVENT_HIDDEN are also sent, but not necessarily on app suspend or
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resume, as WinRT treats these two concepts differently..
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* using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can
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choose to render content directly via Direct3D, using SDL to manage the
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internal WinRT window, as well as input and audio. (Use
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SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into
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IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.)
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* What partially works:
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* keyboard input. Most of WinRT's documented virtual keys are supported, as
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well as many keys with documented hardware scancodes.
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* OpenGL. Experimental support for OpenGL ES 2 is available via a
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Microsoft-modified version of the ANGLE project, as available at
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https://github.com/msopentech/angle . Support is currently limited to the
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"winrt" branch, however support for the "future-dev" branch is planned.
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* SDLmain. WinRT uses a different signature for each app's main() function.
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SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
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(in `SDL\src\main\winrt\`) directly in order for their C-style main()
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functions to be called.
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* XAML interoperability. This feature is currently experimental (there are
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**many** known bugs in this, at present!), preliminary, and only for
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Windows 8.x/RT at the moment. Windows Phone + XAML support is still
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pending.
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* What doesn't work:
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* compilation with anything other than Visual C++ 2012 or 2013
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* programmatically-created custom cursors. These don't appear to be supported
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by WinRT. Different OS-provided cursors can, however, be created via
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SDL_CreateSystemCursor() (unsupported on Windows Phone)
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* SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently
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supported by WinRT itself.
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* joysticks and game controllers that aren't supported by Microsoft's XInput
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API.
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* probably anything else that's not listed as supported
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Setup, High-Level Steps
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-----------------------
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