1WinRT
2=====
3
4This port allows SDL applications to run on Microsoft's platforms that require
5use of "Windows Runtime", aka. "WinRT", APIs.  Microsoft may, in some cases,
6refer to them as either "Windows Store", or for Windows 10, "UWP" apps.
7
8Some 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
16Requirements
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
54Status
55------
56
57Here 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
125Upgrade Notes
126-------------
127
128#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3
129
130SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath().
131The fixes may affect older, SDL 2.0.3-based apps' save data.  Please note
132that these changes only apply to SDL-based WinRT apps, and not to apps for
133any other platform.
134
1351. 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
1402. 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
149SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by:
150
1511. making sure that SDL_GetPrefPath() returns a directory in which data
152   can be written to immediately, without first needing to create directories.
153
1542. 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
158Apps that wish to get their Roaming folder's path can do so either by using
159SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a
160UCS-2/wide-char string), or directly through the WinRT class,
161Windows.Storage.ApplicationData.
162
163
164
165Setup, High-Level Steps
166-----------------------
167
168The steps for setting up a project for an SDL/WinRT app looks like the
169following, at a high-level:
170
1711. create a new Visual C++ project using Microsoft's template for a,
172   "Direct3D App".
1732. remove most of the files from the project.
1743. 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.
1774. adjust your app's build settings, at minimum, telling it where to find SDL's
178   header files.
1795. 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.
1826. add SDL-specific app code.
1837. build and run your app.
184
185
186Setup, Detailed Steps
187---------------------
188
189### 1. Create a new project ###
190
191Create 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
193don't see one of these templates, in Visual C++'s 'New Project' dialog, try
194using the textbox titled, 'Search Installed Templates' to look for one.
195
196
197### 2. Remove unneeded files from the project ###
198
199In the new project, delete any file that has one of the following extensions:
200
201- .cpp
202- .h
203- .hlsl
204
205When you are done, you should be left with a few files, each of which will be a
206necessary 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
217SDL/WinRT can be built in multiple variations, spanning across three different
218CPU architectures (x86, x64, and ARM) and two different configurations
219(Debug and Release).  WinRT and Visual C++ do not currently provide a means
220for combining multiple variations of one library into a single file.
221Furthermore, it does not provide an easy means for copying pre-built .dll files
222into your app's final output (via Post-Build steps, for example).  It does,
223however, provide a system whereby an app can reference the MSVC projects of
224libraries such that, when the app is built:
225
2261. each library gets built for the appropriate CPU architecture(s) and WinRT
227   platform(s).
2282. each library's output, such as .dll files, get copied to the app's build
229   output.
230
231To set this up for SDL/WinRT, you'll need to run through the following steps:
232
2331. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
234   "Solution Explorer")
2352. right click on your app's solution.
2363. navigate to "Add", then to "Existing Project..."
2374. 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
2445. once the project has been added, right-click on your app's project and
245   select, "References..."
2466. click on the button titled, "Add New Reference..."
2477. check the box next to SDL
2488. click OK to close the dialog
2499. SDL will now show up in the list of references.  Click OK to close that
250   dialog.
251
252Your project is now linked to SDL's project, insofar that when the app is
253built, SDL will be built as well, with its build output getting included with
254your app.
255
256
257### 4. Adjust Your App's Build Settings ###
258
259Some build settings need to be changed in your app's project.  This guide will
260outline 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
268To change these settings:
269
2701. right-click on the project
2712. choose "Properties"
2723. in the drop-down box next to "Configuration", choose, "All Configurations"
2734. in the drop-down box next to "Platform", choose, "All Platforms"
2745. in the left-hand list, expand the "C/C++" section
2756. select "General"
2767. edit the "Additional Include Directories" setting, and add a path to SDL's
277   "include" directory
2788. **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.
2829. **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".
28610. 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
291A few files should be included directly in your app's MSVC project, specifically:
2921. a WinRT-appropriate main function (which is different than main() functions on
293   other platforms)
2942. 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
299To include these files for C/C++ projects:
300
3011. right-click on your project (again, in Visual C++'s Solution Explorer),
302   navigate to "Add", then choose "Existing Item...".
3032. 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`
3083. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your
309   project), then click on "Properties...".
3104. in the drop-down box next to "Configuration", choose, "All Configurations"
3115. in the drop-down box next to "Platform", choose, "All Platforms"
3126. in the left-hand list, click on "C/C++"
3137. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
3148. 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
317app's project.  This is to make sure that Visual C++'s linker builds a 'Windows
318Metadata' file (.winmd) for your app.  Not doing so can lead to build errors.**
319
320For non-C++ projects, you will need to call SDL_WinRTRunApp from your language's
321main function, and generate SDL2-WinRTResources.res manually by using `rc` via
322the Developer Command Prompt and including it as a <Win32Resource> within the
323first <PropertyGroup> block in your Visual Studio project file.
324
325### 6. Add app code and assets ###
326
327At this point, you can add in SDL-specific source code.  Be sure to include a
328C-style main function (ie: `int main(int argc, char *argv[])`).  From there you
329should be able to create a single `SDL_Window` (WinRT apps can only have one
330window, at present), as well as an `SDL_Renderer`.  Direct3D will be used to
331draw 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,
333you can start adding them to the project now.  If not, or if you would like to
334make sure that you're setup correctly, some short and simple sample code is
335provided below.
336
337
338#### 6.A. ... when creating a new app ####
339
340If you are creating a new app (rather than porting an existing SDL-based app),
341or if you would just like a simple app to test SDL/WinRT with before trying to
342get existing code working, some working SDL/WinRT code is provided below.  To
343set this up:
344
3451. right click on your app's project
3462. select Add, then New Item.  An "Add New Item" dialog will show up.
3473. from the left-hand list, choose "Visual C++"
3484. from the middle/main list, choose "C++ File (.cpp)"
3495. near the bottom of the dialog, next to "Name:", type in a name for your
350source file, such as, "main.cpp".
3516. click on the Add button.  This will close the dialog, add the new file to
352your project, and open the file in Visual C++'s text editor.
3537. 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
390If you have existing code and assets that you'd like to add, you should be able
391to add them now.  The process for adding a set of files is as such.
392
3931. right click on the app's project
3942. select Add, then click on "New Item..."
3953. open any source, header, or asset files as appropriate.  Support for C and
396C++ is available.
397
398Do note that WinRT only supports a subset of the APIs that are available to
399Win32-based apps.  Many portions of the Win32 API and the C runtime are not
400available.
401
402A list of unsupported C APIs can be found at
403<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
404
405General information on using the C runtime in WinRT can be found at
406<https://msdn.microsoft.com/en-us/library/hh972425.aspx>
407
408A 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,
410the list of supported Win32 APIs for Windows Phone 8.0 is different.
411That 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
417Your app project should now be setup, and you should be ready to build your app.
418To run it on the local machine, open the Debug menu and choose "Start
419Debugging".  This will build your app, then run your app full-screen.  To switch
420out of your app, press the Windows key.  Alternatively, you can choose to run
421your app in a window.  To do this, before building and running your app, find
422the drop-down menu in Visual C++'s toolbar that says, "Local Machine".  Expand
423this by clicking on the arrow on the right side of the list, then click on
424Simulator.  Once you do that, any time you build and run the app, the app will
425launch 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
431typically running on ARM processors.**  They are specifically for devices
432that use the "Windows RT" operating system, which was a modified version of
433Windows 8.x that ran primarily on ARM-based tablet computers.
434
435To 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
443Microsoft's Remote Debugger can be found at
444<https://msdn.microsoft.com/en-us/library/hh441469.aspx>.  Please note
445that separate versions of this debugger exist for different versions of Visual
446C++, one each for MSVC 2015, 2013, and 2012.
447
448To setup Visual C++ to launch your app on an ARM device:
449
4501. 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.
4522. from Visual C++'s toolbar, find a drop-down menu that says, "Win32".  Click
453   it, then change the value to "ARM".
4543. 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"
4634. 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
471Troubleshooting
472---------------
473
474#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'"
475
476Try adding the following to your linker flags.  In MSVC, this can be done by
477right-clicking on the app project, navigating to Configuration Properties ->
478Linker -> Command Line, then adding them to the Additional Options
479section.
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
492This may be caused by a bug in Windows itself, whereby hiding the mouse
493cursor can cause mouse-position reporting to fail.
494
495SDL provides a workaround for this, but it requires that an app links to a
496set of Win32-style cursor image-resource files.  A copy of suitable resource
497files can be found in `src/main/winrt/`.  Adding them to an app's Visual C++
498project 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
503This can be caused for any one of a few reasons, which Visual Studio can
504report, but won't always do so in an up-front manner.
505
506To help determine why this error comes up:
507
5081. open a copy of Visual Studio without opening a project file.  This can be
509   accomplished via Windows' Start Menu, among other means.
5102. show Visual Studio's Output window.  This can be done by going to VS'
511   menu bar, then to View, and then to Output.
5123. 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/).
5164. after attempting to open SDL's Visual Studio project file, additional error
517   information will be output to the Output window.
518
519If 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:
522Microsoft.VisualStudio.ComponentGroup.UWP.VC"
523
524... then you will need to re-launch Visual Studio's installer, and make sure that
525the workflow for "Universal Windows Platform development" is checked, and that its
526optional component, "C++ Universal Windows Platform tools" is also checked.  While
527you are there, if you are planning on targeting UWP / Windows 10, also make sure
528that you check the optional component, "Windows 10 SDK (10.0.10240.0)".  After
529making sure these items are checked as-appropriate, install them.
530
531Once you install these components, try re-launching Visual Studio, and re-opening
532the SDL project file.  If you still get the error dialog, try using the Output
533window, again, seeing what Visual Studio says about it.
534
535
536#### Game controllers / joysticks aren't working!
537
538Windows only permits certain game controllers and joysticks to work within
539WinRT / UWP apps.  Even if a game controller or joystick works in a Win32
540app, that device is not guaranteed to work inside a WinRT / UWP app.
541
542According to Microsoft, "Xbox compatible controllers" should work inside
543UWP apps, potentially with more working in the future.  This includes, but
544may 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
548