diff --git a/remote_desk_gui/main.cpp b/remote_desk_gui/main.cpp new file mode 100644 index 0000000..0996653 --- /dev/null +++ b/remote_desk_gui/main.cpp @@ -0,0 +1,207 @@ +// Dear ImGui: standalone example application for SDL2 + SDL_Renderer +// (SDL is a cross-platform general purpose library for handling windows, +// inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ +// folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important to understand: SDL_Renderer is an _optional_ component of SDL2. +// For a multi-platform app consider using e.g. SDL+DirectX on Windows and +// SDL+OpenGL on Linux/OSX. + +#include +#include + +#include "imgui.h" +#include "imgui_impl_sdl2.h" +#include "imgui_impl_sdlrenderer2.h" + +#if !SDL_VERSION_ATLEAST(2, 0, 17) +#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function +#endif + +// Main code +int main(int, char**) { + // Setup SDL + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != + 0) { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // From 2.0.18: Enable native IME. +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + + // Create window with SDL_Renderer graphics context + SDL_WindowFlags window_flags = + (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow( + "Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, + SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + SDL_Renderer* renderer = SDL_CreateRenderer( + window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED); + if (renderer == nullptr) { + SDL_Log("Error creating SDL_Renderer!"); + return 0; + } + // SDL_RendererInfo info; + // SDL_GetRendererInfo(renderer, &info); + // SDL_Log("Current SDL_Renderer: %s", info.name); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + (void)io; + io.ConfigFlags |= + ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= + ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + // ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplSDL2_InitForSDLRenderer(window, renderer); + ImGui_ImplSDLRenderer2_Init(renderer); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can + // also load multiple fonts and use ImGui::PushFont()/PopFont() to select + // them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you + // need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please + // handle those errors in your application (e.g. use an assertion, or display + // an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored + // into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which + // ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype + // for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string + // literal you need to write a double backslash \\ ! + // io.Fonts->AddFontDefault(); + // io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + // io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + // ImFont* font = + // io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, + // nullptr, io.Fonts->GetGlyphRangesJapanese()); IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to + // tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to + // your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input + // data to your main application, or clear/overwrite your copy of the + // keyboard data. Generally you may always pass all inputs to dear imgui, + // and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) done = true; + if (event.type == SDL_WINDOWEVENT && + event.window.event == SDL_WINDOWEVENT_CLOSE && + event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // Start the Dear ImGui frame + ImGui_ImplSDLRenderer2_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in + // ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear + // ImGui!). + if (show_demo_window) ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair + // to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" + // and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can + // use a format strings too) + ImGui::Checkbox( + "Demo Window", + &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat( + "float", &f, 0.0f, + 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3( + "clear color", + (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button( + "Button")) // Buttons return true when clicked (most widgets + // return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", + 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) { + ImGui::Begin( + "Another Window", + &show_another_window); // Pass a pointer to our bool variable (the + // window will have a closing button that will + // clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, + io.DisplayFramebufferScale.y); + SDL_SetRenderDrawColor( + renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), + (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255)); + SDL_RenderClear(renderer); + ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData()); + SDL_RenderPresent(renderer); + } + + // Cleanup + ImGui_ImplSDLRenderer2_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + SDL_DestroyRenderer(renderer); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} \ No newline at end of file diff --git a/thirdparty/sdl2/xmake.lua b/thirdparty/sdl2/xmake.lua new file mode 100644 index 0000000..09158cb --- /dev/null +++ b/thirdparty/sdl2/xmake.lua @@ -0,0 +1,11 @@ +package("sdl2") + add_urls("https://github.com/libsdl-org/SDL/archive/refs/tags/release-2.28.3.tar.gz", {alias = "github"}) + add_versions("github:2.28.3", "c17455d6e0c484bfe634b8de6af4c608e86ee449c28e40af04064aa6643fe382") + + add_deps("cmake") + on_install(function (package) + local configs = {} + table.insert(configs, "-DSDL_SHARED_ENABLED_BY_DEFAULT=OFF -DSDL_TEST_ENABLED_BY_DEFAULT=OFF") + import("package.tools.cmake").install(package, configs) + end) +package_end() \ No newline at end of file diff --git a/thirdparty/xmake.lua b/thirdparty/xmake.lua new file mode 100644 index 0000000..6362081 --- /dev/null +++ b/thirdparty/xmake.lua @@ -0,0 +1 @@ +includes("sdl2") \ No newline at end of file diff --git a/xmake.lua b/xmake.lua index 15005e0..f77f2ab 100644 --- a/xmake.lua +++ b/xmake.lua @@ -6,6 +6,7 @@ add_rules("mode.release", "mode.debug") set_languages("c++17") add_requires("spdlog 1.11.0", {system = false}) +add_requires("imgui 1.89.9", {system = false}, {configs = {sdl2 = true}}) add_defines("UNICODE") add_requires("sdl2", {system = false}) @@ -24,13 +25,13 @@ end add_packages("spdlog") -includes("../../thirdparty") +includes("thirdparty") target("log") set_kind("headeronly") add_packages("spdlog") - add_headerfiles("../../src/log/log.h") - add_includedirs("../../src/log", {public = true}) + add_headerfiles("../utils/log/log.h") + add_includedirs("../utils/log", {public = true}) target("screen_capture") set_kind("static") @@ -74,16 +75,16 @@ target("remote_desk_client") end --- target("remote_desk") --- set_kind("binary") --- add_deps("projectx") --- add_packages("log") --- add_packages("ffmpeg") --- add_packages("vcpkg::sdl2") --- add_links("avfilter", "avdevice", "avformat", "avcodec", "swscale", "swresample", "avutil") --- add_files("**.cpp") --- add_includedirs("../../src/interface") --- add_links("SDL2-static", "SDL2main", "Shell32", "gdi32", "winmm", --- "setupapi", "version", "WindowsApp", "Imm32", "avutil") - - +target("remote_desk_gui") + set_kind("binary") + add_deps("projectx") + add_packages("log", "imgui", "sdl2") + add_files("remote_desk_gui/*.cpp") + if is_os("windows") then + add_links("SDL2-static", "SDL2main", "gdi32", "winmm", + "setupapi", "version", "Imm32", "iphlpapi") + elseif is_os("macosx") then + add_links("SDL2") + elseif is_os("linux") then + add_links("SDL2") + end \ No newline at end of file