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