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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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+
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+Here is a rough list of what works, and what doens't:
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+
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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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+
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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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+
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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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+
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+
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+
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+
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Setup, High-Level Steps
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-----------------------
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