SDL & Windows 8 Metro WinRT

Posted by Adrian on Game Development See other posts from Game Development or by Adrian
Published on 2012-05-20T07:38:19Z Indexed on 2012/06/19 15:27 UTC
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I am just beginning to dip my tow into game programming and have been reading up on SDL, SFML, OpenGL, XNA, MonoGame and of course DirectX. (Needless to say there are a lot of choices out there)

As much as I like SFMLs syntax I have chosen to read up and start with SDL as it is pretty ubiquitous and available on every platform (Windows, Linux, Mac) and also available on portable devices (Android, iOS) with the current exception of WinPhone 7

After that pre-amble here is my question.

I notice that the docs say that for the windows platform the SDL API calls through to DirectX for higher perf. ( http://www.libsdl.org/intro.en/whatplatforms.html )

Microsoft have said that for Metro Game Apps you can only use DirectX (which means no XNA, no OpenGL, no SFML, etc, etc)

My question is: If SDL just wraps DirectX calls will I (we) be able to use SDL to bring games to the new Metro WinRT environment and Windows 8 marketplace?

This would be great if possible. Additionally as WinPhone 8 is supposedly built on Win8 then this could mean SDL would be available on the win phone in the future too.

Thanks for your time in responding to this question and I look forward to hearing your response.

EDIT:

Based on DeadMG's answer I have installed Visual Studio 11 (beta) in Windows 8 Consumer Preview (CP) and went file->New to check project types. The project types:

"Blank Application", "Direct2D Application" and "Direct3D Application"

look of interest. I have selected "Direct2D App" but SDL generates its own window when you call: SDL_INIT

Is it possible to link/setup the SDL window to point to the Direct2D surface in the this project?

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