SDL: README-winrt.md: Updates for newer build details.

From 8695d982d262324c063ae8fd744116870cff8bda Mon Sep 17 00:00:00 2001
From: "Ryan C. Gordon" <[EMAIL REDACTED]>
Date: Tue, 9 Aug 2022 10:09:54 -0400
Subject: [PATCH] README-winrt.md: Updates for newer build details.

---
 docs/README-winrt.md | 47 ++++++++------------------------------------
 1 file changed, 8 insertions(+), 39 deletions(-)

diff --git a/docs/README-winrt.md b/docs/README-winrt.md
index 6d22ede4501..c05c77e02da 100644
--- a/docs/README-winrt.md
+++ b/docs/README-winrt.md
@@ -5,47 +5,21 @@ This port allows SDL applications to run on Microsoft's platforms that require
 use of "Windows Runtime", aka. "WinRT", APIs.  Microsoft may, in some cases,
 refer to them as either "Windows Store", or for Windows 10, "UWP" apps.
 
-Some of the operating systems that include WinRT, are:
-
-* Windows 10, via its Universal Windows Platform (UWP) APIs
-* Windows 8.x
-* Windows RT 8.x (aka. Windows 8.x for ARM processors)
-* Windows Phone 8.x
+In the past, SDL has supported Windows RT 8.x, Windows Phone, etc, but in
+modern times this port is focused on UWP apps, which run on Windows 10,
+and modern Xbox consoles.
 
 
 Requirements
 ------------
 
-* Microsoft Visual C++ (aka Visual Studio), either 2017, 2015, 2013, or 2012
+* Microsoft Visual C++ (aka Visual Studio) 2019.
   - Free, "Community" or "Express" editions may be used, so long as they
-    include  support for either "Windows Store" or "Windows Phone" apps.
+    include support for either "Windows Store" or "Windows Phone" apps.
     "Express" versions marked as supporting "Windows Desktop" development
     typically do not include support for creating WinRT apps, to note.
     (The "Community" editions of Visual C++ do, however, support both
     desktop/Win32 and WinRT development).
-  - Visual Studio 2017 can be used, however it is recommended that you install
-    the Visual C++ 2015 build tools.  These build tools can be installed
-    using VS 2017's installer.  Be sure to also install the workload for
-    "Universal Windows Platform development", its optional component, the
-    "C++ Universal Windows Platform tools", and for UWP / Windows 10
-    development, the "Windows 10 SDK (10.0.10240.0)".  Please note that
-    targeting UWP / Windows 10 apps from development machine(s) running
-    earlier versions of Windows, such as Windows 7, is not always supported
-    by Visual Studio, and you may get error(s) when attempting to do so.
-  - Visual C++ 2012 can only build apps that target versions 8.0 of Windows,
-    or  Windows Phone.  8.0-targeted apps will run on devices running 8.1
-    editions of Windows, however they will not be able to take advantage of
-    8.1-specific features.
-  - Visual C++ 2013 cannot create app projects that target Windows 8.0.
-    Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0,
-    Windows Phone 8.1, and Windows 8.1, but not Windows 8.0.  An optional
-    Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8",
-    allows Visual C++ 2013 to load and build Windows 8.0 projects that were
-    created with Visual C++ 2012, so long as Visual C++ 2012 is installed
-    on the same machine.  More details on targeting different versions of
-    Windows can found at the following web pages:
-      - [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx)
-      - [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools)
 * A valid Microsoft account - This requirement is not imposed by SDL, but
   rather by Microsoft's Visual C++ toolchain.  This is required to launch or 
   debug apps.
@@ -57,7 +31,7 @@ Status
 Here is a rough list of what works, and what doesn't:
 
 * What works:
-  * compilation via Visual C++ 2012 through 2015
+  * compilation via Visual C++ 2019.
   * compile-time platform detection for SDL programs.  The C/C++ #define,
     `__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
   * GPU-accelerated 2D rendering, via SDL_Renderer.
@@ -234,13 +208,8 @@ To set this up for SDL/WinRT, you'll need to run through the following steps:
    "Solution Explorer")
 2. right click on your app's solution.
 3. navigate to "Add", then to "Existing Project..."
-4. find SDL/WinRT's Visual C++ project file and open it.  Different project
-   files exist for different WinRT platforms.  All of them are in SDL's
-   source distribution, in the following directories:
-    * `VisualC-WinRT/UWP_VS2015/`        - for Windows 10 / UWP apps
-    * `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
-    * `VisualC-WinRT/WinRT80_VS2012/`    - for Windows 8.0 apps
-    * `VisualC-WinRT/WinRT81_VS2013/`    - for Windows 8.1 apps
+4. find SDL/WinRT's Visual C++ project file and open it, in the `VisualC-WinRT`
+   directory.
 5. once the project has been added, right-click on your app's project and
    select, "References..."
 6. click on the button titled, "Add New Reference..."