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README-winrt.md: Updates for newer build details.
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@ -5,47 +5,21 @@ This port allows SDL applications to run on Microsoft's platforms that require
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use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases,
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use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases,
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refer to them as either "Windows Store", or for Windows 10, "UWP" apps.
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refer to them as either "Windows Store", or for Windows 10, "UWP" apps.
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Some of the operating systems that include WinRT, are:
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In the past, SDL has supported Windows RT 8.x, Windows Phone, etc, but in
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modern times this port is focused on UWP apps, which run on Windows 10,
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* Windows 10, via its Universal Windows Platform (UWP) APIs
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and modern Xbox consoles.
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* Windows 8.x
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* Windows RT 8.x (aka. Windows 8.x for ARM processors)
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* Windows Phone 8.x
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Requirements
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Requirements
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------------
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------------
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* Microsoft Visual C++ (aka Visual Studio), either 2017, 2015, 2013, or 2012
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* Microsoft Visual C++ (aka Visual Studio) 2019.
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- Free, "Community" or "Express" editions may be used, so long as they
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- Free, "Community" or "Express" editions may be used, so long as they
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include support for either "Windows Store" or "Windows Phone" apps.
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include support for either "Windows Store" or "Windows Phone" apps.
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"Express" versions marked as supporting "Windows Desktop" development
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"Express" versions marked as supporting "Windows Desktop" development
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typically do not include support for creating WinRT apps, to note.
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typically do not include support for creating WinRT apps, to note.
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(The "Community" editions of Visual C++ do, however, support both
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(The "Community" editions of Visual C++ do, however, support both
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desktop/Win32 and WinRT development).
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desktop/Win32 and WinRT development).
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- Visual Studio 2017 can be used, however it is recommended that you install
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the Visual C++ 2015 build tools. These build tools can be installed
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using VS 2017's installer. Be sure to also install the workload for
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"Universal Windows Platform development", its optional component, the
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"C++ Universal Windows Platform tools", and for UWP / Windows 10
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development, the "Windows 10 SDK (10.0.10240.0)". Please note that
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targeting UWP / Windows 10 apps from development machine(s) running
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earlier versions of Windows, such as Windows 7, is not always supported
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by Visual Studio, and you may get error(s) when attempting to do so.
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- Visual C++ 2012 can only build apps that target versions 8.0 of Windows,
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or Windows Phone. 8.0-targeted apps will run on devices running 8.1
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editions of Windows, however they will not be able to take advantage of
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8.1-specific features.
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- Visual C++ 2013 cannot create app projects that target Windows 8.0.
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Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0,
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Windows Phone 8.1, and Windows 8.1, but not Windows 8.0. An optional
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Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8",
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allows Visual C++ 2013 to load and build Windows 8.0 projects that were
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created with Visual C++ 2012, so long as Visual C++ 2012 is installed
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on the same machine. More details on targeting different versions of
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Windows can found at the following web pages:
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- [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx)
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- [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools)
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* A valid Microsoft account - This requirement is not imposed by SDL, but
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* A valid Microsoft account - This requirement is not imposed by SDL, but
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rather by Microsoft's Visual C++ toolchain. This is required to launch or
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rather by Microsoft's Visual C++ toolchain. This is required to launch or
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debug apps.
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debug apps.
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@ -57,7 +31,7 @@ Status
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Here is a rough list of what works, and what doesn't:
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Here is a rough list of what works, and what doesn't:
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* What works:
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* What works:
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* compilation via Visual C++ 2012 through 2015
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* compilation via Visual C++ 2019.
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* compile-time platform detection for SDL programs. The C/C++ #define,
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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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`__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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* GPU-accelerated 2D rendering, via SDL_Renderer.
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@ -234,13 +208,8 @@ To set this up for SDL/WinRT, you'll need to run through the following steps:
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"Solution Explorer")
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"Solution Explorer")
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2. right click on your app's solution.
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2. right click on your app's solution.
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3. navigate to "Add", then to "Existing Project..."
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3. navigate to "Add", then to "Existing Project..."
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4. find SDL/WinRT's Visual C++ project file and open it. Different project
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4. find SDL/WinRT's Visual C++ project file and open it, in the `VisualC-WinRT`
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files exist for different WinRT platforms. All of them are in SDL's
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directory.
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source distribution, in the following directories:
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* `VisualC-WinRT/UWP_VS2015/` - for Windows 10 / UWP apps
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* `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
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* `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps
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* `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps
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5. once the project has been added, right-click on your app's project and
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5. once the project has been added, right-click on your app's project and
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select, "References..."
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select, "References..."
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6. click on the button titled, "Add New Reference..."
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6. click on the button titled, "Add New Reference..."
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