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Get Proton SDK

Clone the Proton github repository. (Hope you have git git or TortoiseGit installed)

For git:

git clone

For Tortoisegit you right click in file explorer, choose clone, and enter as the repository.

Flash version:

You need to update flash:

Get Adobe Flash player

(HTML5 version here)

Running RTBareBones on Windows

The first example you should compile is RTBareBones. It's the simplest one that uses GL/GLES. (RTConsole is even simpler, it's command line only)

RTBarebones is still around 40 “shared” framework source files, and one app level source file. (App.cpp/App.h)

It includes font loading, 2d blitting, and a super simple main game loop.

Configuration and compiling

Navigate to /RTBareBones/windows_vc2017/RTBareBones.sln and double click to open the solution in Microsoft Visual Studio 2017 or newer. (Don't have Microsoft Visual Studio 2017? Grab it free)

Choose Debug GL from the configuration drop down. Nevermind that the screenshot is from VC 2015 and is outdated.

Note that you can select platform Win32 or x64, Win32 is usually fine unless you are working on some 64 bit specific issue. x64 might not be setup for every configuration, but it is for Debug GL and Release GL.

Here is an explanation of what each configuration is (they all make Windows exe's btw, but different configs can help you emulate platforms better):

  • Debug_GLES (or Debug Common sometimes) - Uses the PowerVR libgles library. Useful for debugging GLES specific issues, or testing loading of the .pvr texture format. (It's a compressed format specific to PowerVR, iOS can load them) Much slower than Debug GL. (Note: I don't think I can include .lib files from the PowerVR SDK, so this option probably won't work “out of the box”.. but here is how to set it up)
  • Release_GLES (or Release Common) - Uses the PowerVR libgles library. You'll probably never use this.
  • Debug_GL - Most of your testing is going to be with this. Standard GL.
  • Release_GL - For a final Windows build this is what you should use.
  • SDL_Debug_GL - emulates using SDL2 as the backend. Linux builds use this so it can be useful to target it on Windows for testing.

Note: Output directory should be .“.\bin\” This is important because that's where assets like pictures and sounds are also put.

shared vs source

If you look at the solution explorer, you see two main folders - shared and source.

  • shared is where files used across multiple projects are stored. If you edit these, be aware that every project will be affected!
  • source means files specific to your project. The only exception is for some reason main.cpp/main.h are in there which are actually shared. You will also see other folders off source like html5, linux, OSX etc, these are not used in the compile but are there to make for easy search and replace and file editing.

Next, open main.cpp and double check what the screensize/mode is going to be. Main.cpp is actually shared between ALL the samples (and your own projects usually) so be careful with changes here.

Scroll down until you see something like this:

	AddVideoMode("Windows", 1024, 768, PLATFORM_ID_WINDOWS);
	AddVideoMode("Windows Wide", 800, 1280, PLATFORM_ID_WINDOWS);
	AddVideoMode("OSX", 768, 1024, PLATFORM_ID_OSX); 
	AddVideoMode("OSX Wide", 800, 1280, PLATFORM_ID_OSX); 
	//iOS - for testing on Windows, you should probably use the "Landscape" versions unless you want to hurt your
	AddVideoMode("iPhone", 320, 480, PLATFORM_ID_IOS);
	AddVideoMode("iPhone Landscape", 480, 320, PLATFORM_ID_IOS, ORIENTATION_PORTRAIT); //force orientation for emulation so it's not sideways
	AddVideoMode("iPad", 768, 1024, PLATFORM_ID_IOS);
	AddVideoMode("iPad Landscape", 1024, 768, PLATFORM_ID_IOS, ORIENTATION_PORTRAIT); //force orientation for emulation so it's not sideways);
	AddVideoMode("iPhone4", 640, 960, PLATFORM_ID_IOS, ORIENTATION_PORTRAIT); //force orientation for emulation so it's not sideways););
	AddVideoMode("iPhone4 Landscape", 960,640, PLATFORM_ID_IOS);
	AddVideoMode("iPad HD", 768*2, 1024*2, PLATFORM_ID_IOS);
	//Palm er, I mean HP. These should use the Debug WebOS build config in MSVC for the best results, it will
	//use their funky SDL version
	AddVideoMode("Pre", 320, 480, PLATFORM_ID_WEBOS);
	AddVideoMode("Pre Landscape", 480, 320, PLATFORM_ID_WEBOS);
	AddVideoMode("Pixi", 320, 400, PLATFORM_ID_WEBOS);
	AddVideoMode("Pre 3", 480, 800, PLATFORM_ID_WEBOS);
	AddVideoMode("Pre 3 Landscape", 800,480, PLATFORM_ID_WEBOS);
	AddVideoMode("Touchpad", 768, 1024, PLATFORM_ID_WEBOS);
	AddVideoMode("G1", 320, 480, PLATFORM_ID_ANDROID);
	AddVideoMode("G1 Landscape", 480, 320, PLATFORM_ID_ANDROID);
	AddVideoMode("Nexus One", 480, 800, PLATFORM_ID_ANDROID);
	AddVideoMode("Nexus One Landscape", 800, 480, PLATFORM_ID_ANDROID); 
	AddVideoMode("Droid Landscape", 854, 480, PLATFORM_ID_ANDROID); 
	AddVideoMode("Xoom Landscape", 1280,800, PLATFORM_ID_ANDROID);
	AddVideoMode("Xoom", 800,1280, PLATFORM_ID_ANDROID);
	AddVideoMode("Galaxy Tab 7.7 Landscape", 1024,600, PLATFORM_ID_ANDROID);
	AddVideoMode("Galaxy Tab 10.1 Landscape", 1280,800, PLATFORM_ID_ANDROID);
	//RIM Playbook OS/BBX/BB10/Whatever they name it to next week
	AddVideoMode("Playbook", 600,1024, PLATFORM_ID_BBX);
	AddVideoMode("Playbook Landscape", 1024,600, PLATFORM_ID_BBX);
	string desiredVideoMode = "iPhone"; //name needs to match one of the ones defined above

This is how you can test “virtually” test many devices with your Windows builds. After things look good, then you can do tests on the device. Using this method saves a ton of time because MSVC debugging is fantastic, and the change/compile/test process happens in seconds rather than minutes.

Make sure you have desiredVideoMode set to “iPhone”.

Compile and run. You should see the fps near the top, some rects, a rotating triangle and some colored text scaling up and down near the bottom:

Because we chose iPhone, the screensize is 320×480. If you change to “iPad” and recompile, it will be 640×960. You can add more resolution by adding another “AddVideoMode” call. ←- Wow, those screen sizes show how old this tutorial is.

If you ran this app on a real iPhone, tilting the device would cause it to rotate to each orientation automatically. (You can disable that later or limit to only landscape modes)

For Windows there are some hotkey equivalents for rotation, try hitting these:

  • Ctrl-P - Portrait (same as how it starts up)
  • Ctrl-U - Upside down portrait
  • Ctrl-R - Right landscape
  • Ctrl-L - Left landscape
  • Escape - Quit

NOTE: The “fake rotate the screen” testing keys above only work on Windows, and only on some setups, such as iPhone and iPad.

RTBareBones is pretty simple, the app specific code is just two files, App.cpp and App.h. (note, the physical source is located in /RTBareBones/source)

The two functions to look at are App::Update() and App::Draw(). Replacing the guts of those two areas is a good place to start experimenting.

It also has code to read some keys, the touchscreen, and detect shaking. Check the debug log to see the messages.

proton/win_setup.txt · Last modified: 2018/07/28 08:33 by seth