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README-winrt.md (26158B)


      1 WinRT
      2 =====
      3 
      4 This port allows SDL applications to run on Microsoft's platforms that require
      5 use of "Windows Runtime", aka. "WinRT", APIs.  Microsoft may, in some cases,
      6 refer to them as either "Windows Store", or for Windows 10, "UWP" apps.
      7 
      8 Some of the operating systems that include WinRT, are:
      9 
     10 * Windows 10, via its Universal Windows Platform (UWP) APIs
     11 * Windows 8.x
     12 * Windows RT 8.x (aka. Windows 8.x for ARM processors)
     13 * Windows Phone 8.x
     14 
     15 
     16 Requirements
     17 ------------
     18 
     19 * Microsoft Visual C++ (aka Visual Studio), either 2017, 2015, 2013, or 2012
     20   - Free, "Community" or "Express" editions may be used, so long as they
     21     include  support for either "Windows Store" or "Windows Phone" apps.
     22     "Express" versions marked as supporting "Windows Desktop" development
     23     typically do not include support for creating WinRT apps, to note.
     24     (The "Community" editions of Visual C++ do, however, support both
     25     desktop/Win32 and WinRT development).
     26   - Visual Studio 2017 can be used, however it is recommended that you install
     27     the Visual C++ 2015 build tools.  These build tools can be installed
     28     using VS 2017's installer.  Be sure to also install the workload for
     29     "Universal Windows Platform development", its optional component, the
     30     "C++ Universal Windows Platform tools", and for UWP / Windows 10
     31     development, the "Windows 10 SDK (10.0.10240.0)".  Please note that
     32     targeting UWP / Windows 10 apps from development machine(s) running
     33     earlier versions of Windows, such as Windows 7, is not always supported
     34     by Visual Studio, and you may get error(s) when attempting to do so.
     35   - Visual C++ 2012 can only build apps that target versions 8.0 of Windows,
     36     or  Windows Phone.  8.0-targeted apps will run on devices running 8.1
     37     editions of Windows, however they will not be able to take advantage of
     38     8.1-specific features.
     39   - Visual C++ 2013 cannot create app projects that target Windows 8.0.
     40     Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0,
     41     Windows Phone 8.1, and Windows 8.1, but not Windows 8.0.  An optional
     42     Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8",
     43     allows Visual C++ 2013 to load and build Windows 8.0 projects that were
     44     created with Visual C++ 2012, so long as Visual C++ 2012 is installed
     45     on the same machine.  More details on targeting different versions of
     46     Windows can found at the following web pages:
     47       - [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx)
     48       - [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools)
     49 * A valid Microsoft account - This requirement is not imposed by SDL, but
     50   rather by Microsoft's Visual C++ toolchain.  This is required to launch or 
     51   debug apps.
     52 
     53 
     54 Status
     55 ------
     56 
     57 Here is a rough list of what works, and what doesn't:
     58 
     59 * What works:
     60   * compilation via Visual C++ 2012 through 2015
     61   * compile-time platform detection for SDL programs.  The C/C++ #define,
     62     `__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
     63   * GPU-accelerated 2D rendering, via SDL_Renderer.
     64   * OpenGL ES 2, via the ANGLE library (included separately from SDL)
     65   * software rendering, via either SDL_Surface (optionally in conjunction with
     66     SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
     67     SDL_Renderer APIs
     68   * threads
     69   * timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
     70     SDL_GetPerformanceFrequency(), etc.)
     71   * file I/O via SDL_RWops
     72   * mouse input  (unsupported on Windows Phone)
     73   * audio, via SDL's WASAPI backend (if you want to record, your app must 
     74     have "Microphone" capabilities enabled in its manifest, and the user must 
     75     not have blocked access. Otherwise, capture devices will fail to work,
     76     presenting as a device disconnect shortly after opening it.)
     77   * .DLL file loading.  Libraries *MUST* be packaged inside applications.  Loading
     78     anything outside of the app is not supported.
     79   * system path retrieval via SDL's filesystem APIs
     80   * game controllers.  Support is provided via the SDL_Joystick and
     81     SDL_GameController APIs, and is backed by Microsoft's XInput API.  Please
     82     note, however, that Windows limits game-controller support in UWP apps to,
     83     "Xbox compatible controllers" (many controllers that work in Win32 apps,
     84     do not work in UWP, due to restrictions in UWP itself.) 
     85   * multi-touch input
     86   * app events.  SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
     87     appropriate.
     88   * window events
     89   * using Direct3D 11.x APIs outside of SDL.  Non-XAML / Direct3D-only apps can
     90     choose to render content directly via Direct3D, using SDL to manage the
     91     internal WinRT window, as well as input and audio.  (Use
     92     SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into
     93     IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.)
     94 
     95 * What partially works:
     96   * keyboard input.  Most of WinRT's documented virtual keys are supported, as
     97     well as many keys with documented hardware scancodes.  Converting
     98     SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs
     99     (MapVirtualKey()) in Microsoft's Windows Store / UWP APIs.
    100   * SDLmain.  WinRT uses a different signature for each app's main() function.
    101     SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
    102     (in `SDL\src\main\winrt\`) directly in order for their C-style main()
    103     functions to be called.
    104 
    105 * What doesn't work:
    106   * compilation with anything other than Visual C++
    107   * programmatically-created custom cursors.  These don't appear to be supported
    108     by WinRT.  Different OS-provided cursors can, however, be created via
    109     SDL_CreateSystemCursor() (unsupported on Windows Phone)
    110   * SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal().  This are not currently
    111     supported by WinRT itself.
    112   * joysticks and game controllers that either are not supported by
    113     Microsoft's XInput API, or are not supported within UWP apps (many
    114     controllers that work in Win32, do not work in UWP, due to restrictions in
    115     UWP itself).
    116   * turning off VSync when rendering on Windows Phone.  Attempts to turn VSync
    117     off on Windows Phone result either in Direct3D not drawing anything, or it
    118     forcing VSync back on.  As such, SDL_RENDERER_PRESENTVSYNC will always get
    119     turned-on on Windows Phone.  This limitation is not present in non-Phone
    120     WinRT (such as Windows 8.x), where turning off VSync appears to work.
    121   * probably anything else that's not listed as supported
    122 
    123 
    124 
    125 Upgrade Notes
    126 -------------
    127 
    128 #### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3
    129 
    130 SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath().
    131 The fixes may affect older, SDL 2.0.3-based apps' save data.  Please note
    132 that these changes only apply to SDL-based WinRT apps, and not to apps for
    133 any other platform.
    134 
    135 1. SDL_GetPrefPath() would return an invalid path, one in which the path's
    136    directory had not been created.  Attempts to create files there
    137    (via fopen(), for example), would fail, unless that directory was
    138    explicitly created beforehand.
    139 
    140 2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside
    141    a WinRT 'Roaming' folder, the contents of which get automatically
    142    synchronized across multiple devices.  This process can occur while an
    143    application runs, and can cause existing save-data to be overwritten
    144    at unexpected times, with data from other devices.  (Windows Phone apps
    145    written with SDL 2.0.3 did not utilize a Roaming folder, due to API
    146    restrictions in Windows Phone 8.0).
    147 
    148 
    149 SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by:
    150 
    151 1. making sure that SDL_GetPrefPath() returns a directory in which data
    152    can be written to immediately, without first needing to create directories.
    153 
    154 2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the
    155    contents of which do not automatically get synchronized across devices
    156    (and which require less work to use safely, in terms of data integrity).
    157 
    158 Apps that wish to get their Roaming folder's path can do so either by using
    159 SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a
    160 UCS-2/wide-char string), or directly through the WinRT class,
    161 Windows.Storage.ApplicationData.
    162 
    163 
    164 
    165 Setup, High-Level Steps
    166 -----------------------
    167 
    168 The steps for setting up a project for an SDL/WinRT app looks like the
    169 following, at a high-level:
    170 
    171 1. create a new Visual C++ project using Microsoft's template for a,
    172    "Direct3D App".
    173 2. remove most of the files from the project.
    174 3. make your app's project directly reference SDL/WinRT's own Visual C++
    175    project file, via use of Visual C++'s "References" dialog.  This will setup
    176    the linker, and will copy SDL's .dll files to your app's final output.
    177 4. adjust your app's build settings, at minimum, telling it where to find SDL's
    178    header files.
    179 5. add files that contains a WinRT-appropriate main function, along with some
    180    data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls)
    181    work properly.
    182 6. add SDL-specific app code.
    183 7. build and run your app.
    184 
    185 
    186 Setup, Detailed Steps
    187 ---------------------
    188 
    189 ### 1. Create a new project ###
    190 
    191 Create a new project using one of Visual C++'s templates for a plain, non-XAML,
    192 "Direct3D App" (XAML support for SDL/WinRT is not yet ready for use).  If you
    193 don't see one of these templates, in Visual C++'s 'New Project' dialog, try
    194 using the textbox titled, 'Search Installed Templates' to look for one.
    195 
    196 
    197 ### 2. Remove unneeded files from the project ###
    198 
    199 In the new project, delete any file that has one of the following extensions:
    200 
    201 - .cpp
    202 - .h
    203 - .hlsl
    204 
    205 When you are done, you should be left with a few files, each of which will be a
    206 necessary part of your app's project.  These files will consist of:
    207 
    208 - an .appxmanifest file, which contains metadata on your WinRT app.  This is
    209   similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
    210 - a few .png files, one of which is a splash screen (displayed when your app
    211   launches), others are app icons.
    212 - a .pfx file, used for code signing purposes.
    213 
    214 
    215 ### 3. Add references to SDL's project files ###
    216 
    217 SDL/WinRT can be built in multiple variations, spanning across three different
    218 CPU architectures (x86, x64, and ARM) and two different configurations
    219 (Debug and Release).  WinRT and Visual C++ do not currently provide a means
    220 for combining multiple variations of one library into a single file.
    221 Furthermore, it does not provide an easy means for copying pre-built .dll files
    222 into your app's final output (via Post-Build steps, for example).  It does,
    223 however, provide a system whereby an app can reference the MSVC projects of
    224 libraries such that, when the app is built:
    225 
    226 1. each library gets built for the appropriate CPU architecture(s) and WinRT
    227    platform(s).
    228 2. each library's output, such as .dll files, get copied to the app's build 
    229    output.
    230 
    231 To set this up for SDL/WinRT, you'll need to run through the following steps:
    232 
    233 1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
    234    "Solution Explorer")
    235 2. right click on your app's solution.
    236 3. navigate to "Add", then to "Existing Project..."
    237 4. find SDL/WinRT's Visual C++ project file and open it.  Different project
    238    files exist for different WinRT platforms.  All of them are in SDL's
    239    source distribution, in the following directories:
    240     * `VisualC-WinRT/UWP_VS2015/`        - for Windows 10 / UWP apps
    241     * `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
    242     * `VisualC-WinRT/WinRT80_VS2012/`    - for Windows 8.0 apps
    243     * `VisualC-WinRT/WinRT81_VS2013/`    - for Windows 8.1 apps
    244 5. once the project has been added, right-click on your app's project and
    245    select, "References..."
    246 6. click on the button titled, "Add New Reference..."
    247 7. check the box next to SDL
    248 8. click OK to close the dialog
    249 9. SDL will now show up in the list of references.  Click OK to close that
    250    dialog.
    251 
    252 Your project is now linked to SDL's project, insofar that when the app is
    253 built, SDL will be built as well, with its build output getting included with
    254 your app.
    255 
    256 
    257 ### 4. Adjust Your App's Build Settings ###
    258 
    259 Some build settings need to be changed in your app's project.  This guide will
    260 outline the following:
    261 
    262 - making sure that the compiler knows where to find SDL's header files
    263 - **Optional for C++, but NECESSARY for compiling C code:** telling the
    264   compiler not to use Microsoft's C++ extensions for WinRT development.
    265 - **Optional:** telling the compiler not generate errors due to missing
    266   precompiled header files.
    267 
    268 To change these settings:
    269 
    270 1. right-click on the project
    271 2. choose "Properties"
    272 3. in the drop-down box next to "Configuration", choose, "All Configurations"
    273 4. in the drop-down box next to "Platform", choose, "All Platforms"
    274 5. in the left-hand list, expand the "C/C++" section
    275 6. select "General"
    276 7. edit the "Additional Include Directories" setting, and add a path to SDL's
    277    "include" directory
    278 8. **Optional: to enable compilation of C code:** change the setting for
    279    "Consume Windows Runtime Extension" from "Yes (/ZW)" to "No".  If you're 
    280    working with a completely C++ based project, this step can usually be 
    281    omitted.
    282 9. **Optional: to disable precompiled headers (which can produce 
    283    'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand 
    284    list, select "Precompiled Headers", then change the setting for "Precompiled 
    285    Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
    286 10. close the dialog, saving settings, by clicking the "OK" button
    287 
    288 
    289 ### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ###
    290 
    291 A few files should be included directly in your app's MSVC project, specifically:
    292 1. a WinRT-appropriate main function (which is different than main() functions on
    293    other platforms)
    294 2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor
    295    (if and when the app needs to do so).  *If this cursor resource is not
    296    included, mouse-position reporting may fail if and when the cursor is
    297    hidden, due to possible bugs/design-oddities in Windows itself.*
    298 
    299 To include these files for C/C++ projects:
    300 
    301 1. right-click on your project (again, in Visual C++'s Solution Explorer), 
    302    navigate to "Add", then choose "Existing Item...".
    303 2. navigate to the directory containing SDL's source code, then into its
    304    subdirectory, 'src/main/winrt/'.  Select, then add, the following files:
    305    - `SDL_winrt_main_NonXAML.cpp`
    306    - `SDL2-WinRTResources.rc`
    307    - `SDL2-WinRTResource_BlankCursor.cur`
    308 3. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your
    309    project), then click on "Properties...".
    310 4. in the drop-down box next to "Configuration", choose, "All Configurations"
    311 5. in the drop-down box next to "Platform", choose, "All Platforms"
    312 6. in the left-hand list, click on "C/C++"
    313 7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
    314 8. click the OK button.  This will close the dialog.
    315 
    316 **NOTE: C++/CX compilation is currently required in at least one file of your 
    317 app's project.  This is to make sure that Visual C++'s linker builds a 'Windows 
    318 Metadata' file (.winmd) for your app.  Not doing so can lead to build errors.**
    319 
    320 For non-C++ projects, you will need to call SDL_WinRTRunApp from your language's
    321 main function, and generate SDL2-WinRTResources.res manually by using `rc` via
    322 the Developer Command Prompt and including it as a <Win32Resource> within the
    323 first <PropertyGroup> block in your Visual Studio project file.
    324 
    325 ### 6. Add app code and assets ###
    326 
    327 At this point, you can add in SDL-specific source code.  Be sure to include a 
    328 C-style main function (ie: `int main(int argc, char *argv[])`).  From there you 
    329 should be able to create a single `SDL_Window` (WinRT apps can only have one 
    330 window, at present), as well as an `SDL_Renderer`.  Direct3D will be used to 
    331 draw content.  Events are received via SDL's usual event functions 
    332 (`SDL_PollEvent`, etc.)  If you have a set of existing source files and assets, 
    333 you can start adding them to the project now.  If not, or if you would like to 
    334 make sure that you're setup correctly, some short and simple sample code is 
    335 provided below.
    336 
    337 
    338 #### 6.A. ... when creating a new app ####
    339 
    340 If you are creating a new app (rather than porting an existing SDL-based app), 
    341 or if you would just like a simple app to test SDL/WinRT with before trying to 
    342 get existing code working, some working SDL/WinRT code is provided below.  To 
    343 set this up:
    344 
    345 1. right click on your app's project
    346 2. select Add, then New Item.  An "Add New Item" dialog will show up.
    347 3. from the left-hand list, choose "Visual C++"
    348 4. from the middle/main list, choose "C++ File (.cpp)"
    349 5. near the bottom of the dialog, next to "Name:", type in a name for your 
    350 source file, such as, "main.cpp".
    351 6. click on the Add button.  This will close the dialog, add the new file to 
    352 your project, and open the file in Visual C++'s text editor.
    353 7. Copy and paste the following code into the new file, then save it.
    354 
    355 
    356     #include <SDL.h>
    357     
    358     int main(int argc, char **argv)
    359     {
    360         SDL_DisplayMode mode;
    361         SDL_Window * window = NULL;
    362         SDL_Renderer * renderer = NULL;
    363         SDL_Event evt;
    364     
    365         if (SDL_Init(SDL_INIT_VIDEO) != 0) {
    366             return 1;
    367         }
    368     
    369         if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
    370             return 1;
    371         }
    372     
    373         if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
    374             return 1;
    375         }
    376     
    377         while (1) {
    378             while (SDL_PollEvent(&evt)) {
    379             }
    380     
    381             SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
    382             SDL_RenderClear(renderer);
    383             SDL_RenderPresent(renderer);
    384         }
    385     }
    386 
    387 
    388 #### 6.B. Adding code and assets ####
    389 
    390 If you have existing code and assets that you'd like to add, you should be able 
    391 to add them now.  The process for adding a set of files is as such.
    392 
    393 1. right click on the app's project
    394 2. select Add, then click on "New Item..."
    395 3. open any source, header, or asset files as appropriate.  Support for C and 
    396 C++ is available.
    397 
    398 Do note that WinRT only supports a subset of the APIs that are available to 
    399 Win32-based apps.  Many portions of the Win32 API and the C runtime are not 
    400 available.
    401 
    402 A list of unsupported C APIs can be found at 
    403 <http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
    404 
    405 General information on using the C runtime in WinRT can be found at 
    406 <https://msdn.microsoft.com/en-us/library/hh972425.aspx>
    407 
    408 A list of supported Win32 APIs for WinRT apps can be found at 
    409 <http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>.  To note, 
    410 the list of supported Win32 APIs for Windows Phone 8.0 is different.  
    411 That list can be found at 
    412 <http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
    413 
    414 
    415 ### 7. Build and run your app ###
    416 
    417 Your app project should now be setup, and you should be ready to build your app.  
    418 To run it on the local machine, open the Debug menu and choose "Start 
    419 Debugging".  This will build your app, then run your app full-screen.  To switch 
    420 out of your app, press the Windows key.  Alternatively, you can choose to run 
    421 your app in a window.  To do this, before building and running your app, find 
    422 the drop-down menu in Visual C++'s toolbar that says, "Local Machine".  Expand 
    423 this by clicking on the arrow on the right side of the list, then click on 
    424 Simulator.  Once you do that, any time you build and run the app, the app will 
    425 launch in window, rather than full-screen.
    426 
    427 
    428 #### 7.A. Running apps on older, ARM-based, "Windows RT" devices ####
    429 
    430 **These instructions do not include Windows Phone, despite Windows Phone
    431 typically running on ARM processors.**  They are specifically for devices
    432 that use the "Windows RT" operating system, which was a modified version of
    433 Windows 8.x that ran primarily on ARM-based tablet computers.
    434 
    435 To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
    436 
    437 - install Microsoft's "Remote Debugger" on the device.  Visual C++ installs and 
    438   debugs ARM-based apps via IP networks.
    439 - change a few options on the development machine, both to make sure it builds 
    440   for ARM (rather than x86 or x64), and to make sure it knows how to find the 
    441   Windows RT device (on the network).
    442 
    443 Microsoft's Remote Debugger can be found at 
    444 <https://msdn.microsoft.com/en-us/library/hh441469.aspx>.  Please note 
    445 that separate versions of this debugger exist for different versions of Visual 
    446 C++, one each for MSVC 2015, 2013, and 2012.
    447 
    448 To setup Visual C++ to launch your app on an ARM device:
    449 
    450 1. make sure the Remote Debugger is running on your ARM device, and that it's on 
    451    the same IP network as your development machine.
    452 2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32".  Click 
    453    it, then change the value to "ARM".
    454 3. make sure Visual C++ knows the hostname or IP address of the ARM device.  To 
    455    do this:
    456     1. open the app project's properties
    457     2. select "Debugging"
    458     3. next to "Machine Name", enter the hostname or IP address of the ARM 
    459        device
    460     4. if, and only if, you've turned off authentication in the Remote Debugger,
    461        then change the setting for "Require Authentication" to No
    462     5. click "OK"
    463 4. build and run the app (from Visual C++).  The first time you do this, a 
    464    prompt will show up on the ARM device, asking for a Microsoft Account.  You 
    465    do, unfortunately, need to log in here, and will need to follow the 
    466    subsequent registration steps in order to launch the app.  After you do so, 
    467    if the app didn't already launch, try relaunching it again from within Visual 
    468    C++.
    469 
    470 
    471 Troubleshooting
    472 ---------------
    473 
    474 #### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'"
    475 
    476 Try adding the following to your linker flags.  In MSVC, this can be done by
    477 right-clicking on the app project, navigating to Configuration Properties ->
    478 Linker -> Command Line, then adding them to the Additional Options
    479 section.
    480 
    481 * For Release builds / MSVC-Configurations, add:
    482 
    483     /nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib
    484 
    485 * For Debug builds / MSVC-Configurations, add:
    486 
    487     /nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib
    488 
    489 
    490 #### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values
    491 
    492 This may be caused by a bug in Windows itself, whereby hiding the mouse
    493 cursor can cause mouse-position reporting to fail.
    494 
    495 SDL provides a workaround for this, but it requires that an app links to a
    496 set of Win32-style cursor image-resource files.  A copy of suitable resource
    497 files can be found in `src/main/winrt/`.  Adding them to an app's Visual C++
    498 project file should be sufficient to get the app to use them.
    499 
    500 
    501 #### SDL's Visual Studio project file fails to open, with message, "The system can't find the file specified."
    502 
    503 This can be caused for any one of a few reasons, which Visual Studio can
    504 report, but won't always do so in an up-front manner.
    505 
    506 To help determine why this error comes up:
    507 
    508 1. open a copy of Visual Studio without opening a project file.  This can be
    509    accomplished via Windows' Start Menu, among other means.
    510 2. show Visual Studio's Output window.  This can be done by going to VS'
    511    menu bar, then to View, and then to Output.
    512 3. try opening the SDL project file directly by going to VS' menu bar, then
    513    to File, then to Open, then to Project/Solution.  When a File-Open dialog
    514    appears, open the SDL project (such as the one in SDL's source code, in its
    515    directory, VisualC-WinRT/UWP_VS2015/).
    516 4. after attempting to open SDL's Visual Studio project file, additional error
    517    information will be output to the Output window.
    518 
    519 If Visual Studio reports (via its Output window) that the project:
    520 
    521 "could not be loaded because it's missing install components. To fix this launch Visual Studio setup with the following selections:
    522 Microsoft.VisualStudio.ComponentGroup.UWP.VC"
    523 
    524 ... then you will need to re-launch Visual Studio's installer, and make sure that
    525 the workflow for "Universal Windows Platform development" is checked, and that its
    526 optional component, "C++ Universal Windows Platform tools" is also checked.  While
    527 you are there, if you are planning on targeting UWP / Windows 10, also make sure
    528 that you check the optional component, "Windows 10 SDK (10.0.10240.0)".  After
    529 making sure these items are checked as-appropriate, install them.
    530 
    531 Once you install these components, try re-launching Visual Studio, and re-opening
    532 the SDL project file.  If you still get the error dialog, try using the Output
    533 window, again, seeing what Visual Studio says about it.
    534 
    535 
    536 #### Game controllers / joysticks aren't working!
    537 
    538 Windows only permits certain game controllers and joysticks to work within
    539 WinRT / UWP apps.  Even if a game controller or joystick works in a Win32
    540 app, that device is not guaranteed to work inside a WinRT / UWP app.
    541 
    542 According to Microsoft, "Xbox compatible controllers" should work inside
    543 UWP apps, potentially with more working in the future.  This includes, but
    544 may not be limited to, Microsoft-made Xbox controllers and USB adapters.
    545 (Source: https://social.msdn.microsoft.com/Forums/en-US/9064838b-e8c3-4c18-8a83-19bf0dfe150d/xinput-fails-to-detect-game-controllers?forum=wpdevelop)
    546 
    547