mirror of
https://github.com/kunkundi/crossdesk.git
synced 2025-10-26 20:25:34 +08:00
Add main menu using imgui
This commit is contained in:
207
remote_desk_gui/demo.c
Normal file
207
remote_desk_gui/demo.c
Normal file
@@ -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 <SDL.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#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;
|
||||
}
|
||||
@@ -1,31 +1,309 @@
|
||||
// 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 <SDL.h>
|
||||
#include <stdio.h>
|
||||
#ifdef _WIN32
|
||||
#include <Winsock2.h>
|
||||
#include <iphlpapi.h>
|
||||
#elif __APPLE__
|
||||
#include <ifaddrs.h>
|
||||
#include <net/if_dl.h>
|
||||
#include <net/if_types.h>
|
||||
#include <sys/socket.h>
|
||||
#include <sys/types.h>
|
||||
#elif __linux__
|
||||
#include <net/if.h>
|
||||
#include <sys/ioctl.h>
|
||||
#include <sys/socket.h>
|
||||
#include <unistd.h>
|
||||
#endif
|
||||
|
||||
#include <chrono>
|
||||
#include <cstring>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
#include <thread>
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
#include "imgui_impl_sdlrenderer2.h"
|
||||
#include "log.h"
|
||||
#include "x.h"
|
||||
|
||||
#if !SDL_VERSION_ATLEAST(2, 0, 17)
|
||||
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
|
||||
int screen_w = 1280, screen_h = 720;
|
||||
const int pixel_w = 1280, pixel_h = 720;
|
||||
|
||||
unsigned char dst_buffer[pixel_w * pixel_h * 3 / 2];
|
||||
SDL_Texture *sdlTexture = nullptr;
|
||||
SDL_Renderer *sdlRenderer = nullptr;
|
||||
SDL_Rect sdlRect;
|
||||
SDL_Window *window;
|
||||
|
||||
uint32_t start_time, end_time, elapsed_time;
|
||||
uint32_t frame_count = 0;
|
||||
int fps = 0;
|
||||
std::string window_title = "Remote Desk Client";
|
||||
|
||||
// Refresh Event
|
||||
#define REFRESH_EVENT (SDL_USEREVENT + 1)
|
||||
#define QUIT_EVENT (SDL_USEREVENT + 2)
|
||||
|
||||
int thread_exit = 0;
|
||||
PeerPtr *peer = nullptr;
|
||||
|
||||
typedef enum { mouse = 0, keyboard } ControlType;
|
||||
typedef enum { move = 0, left_down, left_up, right_down, right_up } MouseFlag;
|
||||
typedef enum { key_down = 0, key_up } KeyFlag;
|
||||
typedef struct {
|
||||
size_t x;
|
||||
size_t y;
|
||||
MouseFlag flag;
|
||||
} Mouse;
|
||||
|
||||
typedef struct {
|
||||
size_t key_value;
|
||||
KeyFlag flag;
|
||||
} Key;
|
||||
|
||||
typedef struct {
|
||||
ControlType type;
|
||||
union {
|
||||
Mouse m;
|
||||
Key k;
|
||||
};
|
||||
} RemoteAction;
|
||||
|
||||
inline void FreshVideo() {
|
||||
sdlRect.x = 0;
|
||||
sdlRect.y = 0;
|
||||
sdlRect.w = screen_w;
|
||||
sdlRect.h = screen_h;
|
||||
|
||||
SDL_UpdateTexture(sdlTexture, NULL, dst_buffer, pixel_w);
|
||||
SDL_RenderClear(sdlRenderer);
|
||||
SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, &sdlRect);
|
||||
SDL_RenderPresent(sdlRenderer);
|
||||
|
||||
frame_count++;
|
||||
end_time = SDL_GetTicks();
|
||||
elapsed_time = end_time - start_time;
|
||||
if (elapsed_time >= 1000) {
|
||||
fps = frame_count / (elapsed_time / 1000);
|
||||
frame_count = 0;
|
||||
window_title = "Remote Desk Client FPS [" + std::to_string(fps) + "]";
|
||||
// For MacOS, UI frameworks can only be called from the main thread
|
||||
SDL_SetWindowTitle(window, window_title.c_str());
|
||||
start_time = end_time;
|
||||
}
|
||||
}
|
||||
|
||||
inline int ProcessMouseKeyEven(SDL_Event &ev) {
|
||||
float ratio = 1280.0 / screen_w;
|
||||
|
||||
RemoteAction remote_action;
|
||||
|
||||
if (SDL_KEYDOWN == ev.type) // SDL_KEYUP
|
||||
{
|
||||
printf("SDLK_DOWN: %d\n", SDL_KeyCode(ev.key.keysym.sym));
|
||||
if (SDLK_DOWN == ev.key.keysym.sym) {
|
||||
printf("SDLK_DOWN \n");
|
||||
|
||||
} else if (SDLK_UP == ev.key.keysym.sym) {
|
||||
printf("SDLK_UP \n");
|
||||
|
||||
} else if (SDLK_LEFT == ev.key.keysym.sym) {
|
||||
printf("SDLK_LEFT \n");
|
||||
|
||||
} else if (SDLK_RIGHT == ev.key.keysym.sym) {
|
||||
printf("SDLK_RIGHT \n");
|
||||
}
|
||||
} else if (SDL_MOUSEBUTTONDOWN == ev.type) {
|
||||
if (SDL_BUTTON_LEFT == ev.button.button) {
|
||||
int px = ev.button.x;
|
||||
int py = ev.button.y;
|
||||
printf("SDL_MOUSEBUTTONDOWN x, y %d %d \n", px, py);
|
||||
|
||||
remote_action.type = ControlType::mouse;
|
||||
remote_action.m.flag = MouseFlag::left_down;
|
||||
remote_action.m.x = ev.button.x * ratio;
|
||||
remote_action.m.y = ev.button.y * ratio;
|
||||
|
||||
} else if (SDL_BUTTON_RIGHT == ev.button.button) {
|
||||
int px = ev.button.x;
|
||||
int py = ev.button.y;
|
||||
printf("SDL_BUTTON_RIGHT x, y %d %d \n", px, py);
|
||||
|
||||
remote_action.type = ControlType::mouse;
|
||||
remote_action.m.flag = MouseFlag::right_down;
|
||||
remote_action.m.x = ev.button.x * ratio;
|
||||
remote_action.m.y = ev.button.y * ratio;
|
||||
}
|
||||
} else if (SDL_MOUSEBUTTONUP == ev.type) {
|
||||
if (SDL_BUTTON_LEFT == ev.button.button) {
|
||||
int px = ev.button.x;
|
||||
int py = ev.button.y;
|
||||
printf("SDL_MOUSEBUTTONUP x, y %d %d \n", px, py);
|
||||
|
||||
remote_action.type = ControlType::mouse;
|
||||
remote_action.m.flag = MouseFlag::left_up;
|
||||
remote_action.m.x = ev.button.x * ratio;
|
||||
remote_action.m.y = ev.button.y * ratio;
|
||||
|
||||
} else if (SDL_BUTTON_RIGHT == ev.button.button) {
|
||||
int px = ev.button.x;
|
||||
int py = ev.button.y;
|
||||
printf("SDL_MOUSEBUTTONUP x, y %d %d \n", px, py);
|
||||
|
||||
remote_action.type = ControlType::mouse;
|
||||
remote_action.m.flag = MouseFlag::right_up;
|
||||
remote_action.m.x = ev.button.x * ratio;
|
||||
remote_action.m.y = ev.button.y * ratio;
|
||||
}
|
||||
} else if (SDL_MOUSEMOTION == ev.type) {
|
||||
int px = ev.motion.x;
|
||||
int py = ev.motion.y;
|
||||
|
||||
printf("SDL_MOUSEMOTION x, y %d %d \n", px, py);
|
||||
|
||||
remote_action.type = ControlType::mouse;
|
||||
remote_action.m.flag = MouseFlag::move;
|
||||
remote_action.m.x = ev.button.x * ratio;
|
||||
remote_action.m.y = ev.button.y * ratio;
|
||||
} else if (SDL_QUIT == ev.type) {
|
||||
SDL_Event event;
|
||||
event.type = SDL_QUIT;
|
||||
SDL_PushEvent(&event);
|
||||
printf("SDL_QUIT\n");
|
||||
return 0;
|
||||
}
|
||||
|
||||
SendData(peer, DATA_TYPE::DATA, (const char *)&remote_action,
|
||||
sizeof(remote_action));
|
||||
// std::cout << remote_action.type << " " << remote_action.type << " "
|
||||
// << remote_action.px << " " << remote_action.py << std::endl;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void ReceiveVideoBuffer(const char *data, size_t size, const char *user_id,
|
||||
size_t user_id_size) {
|
||||
// std::cout << "Receive: [" << user_id << "] " << std::endl;
|
||||
memcpy(dst_buffer, data, size);
|
||||
|
||||
SDL_Event event;
|
||||
event.type = REFRESH_EVENT;
|
||||
SDL_PushEvent(&event);
|
||||
}
|
||||
|
||||
void ReceiveAudioBuffer(const char *data, size_t size, const char *user_id,
|
||||
size_t user_id_size) {
|
||||
std::cout << "Receive audio, size " << size << ", user [" << user_id << "] "
|
||||
<< std::endl;
|
||||
}
|
||||
|
||||
void ReceiveDataBuffer(const char *data, size_t size, const char *user_id,
|
||||
size_t user_id_size) {
|
||||
std::cout << "Receive data, size " << size << ", user [" << user_id << "] "
|
||||
<< std::endl;
|
||||
}
|
||||
|
||||
std::string GetMac(char *mac_addr) {
|
||||
int len = 0;
|
||||
#ifdef _WIN32
|
||||
IP_ADAPTER_INFO adapterInfo[16];
|
||||
DWORD bufferSize = sizeof(adapterInfo);
|
||||
|
||||
DWORD result = GetAdaptersInfo(adapterInfo, &bufferSize);
|
||||
if (result == ERROR_SUCCESS) {
|
||||
PIP_ADAPTER_INFO adapter = adapterInfo;
|
||||
while (adapter) {
|
||||
for (UINT i = 0; i < adapter->AddressLength; i++) {
|
||||
len += sprintf(mac_addr + len, "%.2X", adapter->Address[i]);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
#elif __APPLE__
|
||||
std::string if_name = "en0";
|
||||
|
||||
struct ifaddrs *addrs;
|
||||
struct ifaddrs *cursor;
|
||||
const struct sockaddr_dl *dlAddr;
|
||||
|
||||
if (!getifaddrs(&addrs)) {
|
||||
cursor = addrs;
|
||||
while (cursor != 0) {
|
||||
const struct sockaddr_dl *socAddr =
|
||||
(const struct sockaddr_dl *)cursor->ifa_addr;
|
||||
if ((cursor->ifa_addr->sa_family == AF_LINK) &&
|
||||
(socAddr->sdl_type == IFT_ETHER) &&
|
||||
strcmp(if_name.c_str(), cursor->ifa_name) == 0) {
|
||||
dlAddr = (const struct sockaddr_dl *)cursor->ifa_addr;
|
||||
const unsigned char *base =
|
||||
(const unsigned char *)&dlAddr->sdl_data[dlAddr->sdl_nlen];
|
||||
for (int i = 0; i < dlAddr->sdl_alen; i++) {
|
||||
len += sprintf(mac_addr + len, "%.2X", base[i]);
|
||||
}
|
||||
}
|
||||
cursor = cursor->ifa_next;
|
||||
}
|
||||
freeifaddrs(addrs);
|
||||
}
|
||||
#elif __linux__
|
||||
int sock = socket(AF_INET, SOCK_DGRAM, 0);
|
||||
if (sock < 0) {
|
||||
return "";
|
||||
}
|
||||
struct ifreq ifr;
|
||||
struct ifconf ifc;
|
||||
char buf[1024];
|
||||
ifc.ifc_len = sizeof(buf);
|
||||
ifc.ifc_buf = buf;
|
||||
if (ioctl(sock, SIOCGIFCONF, &ifc) < 0) {
|
||||
close(sock);
|
||||
return "";
|
||||
}
|
||||
struct ifreq *it = ifc.ifc_req;
|
||||
const struct ifreq *const end = it + (ifc.ifc_len / sizeof(struct ifreq));
|
||||
for (; it != end; ++it) {
|
||||
std::strcpy(ifr.ifr_name, it->ifr_name);
|
||||
if (ioctl(sock, SIOCGIFFLAGS, &ifr) < 0) {
|
||||
continue;
|
||||
}
|
||||
if (ifr.ifr_flags & IFF_LOOPBACK) {
|
||||
continue;
|
||||
}
|
||||
if (ioctl(sock, SIOCGIFHWADDR, &ifr) < 0) {
|
||||
continue;
|
||||
}
|
||||
std::string mac_address;
|
||||
for (int i = 0; i < 6; ++i) {
|
||||
len += sprintf(mac_addr + len, "%.2X", ifr.ifr_hwaddr.sa_data[i] & 0xff);
|
||||
}
|
||||
break;
|
||||
}
|
||||
close(sock);
|
||||
#endif
|
||||
return mac_addr;
|
||||
}
|
||||
|
||||
int main() {
|
||||
LOG_INFO("Remote desk");
|
||||
std::string default_cfg_path = "../../../../config/config.ini";
|
||||
std::ifstream f(default_cfg_path.c_str());
|
||||
|
||||
Params params;
|
||||
params.cfg_path = f.good() ? "../../../../config/config.ini" : "config.ini";
|
||||
params.on_receive_video_buffer = ReceiveVideoBuffer;
|
||||
params.on_receive_audio_buffer = ReceiveAudioBuffer;
|
||||
params.on_receive_data_buffer = ReceiveDataBuffer;
|
||||
|
||||
std::string transmission_id = "000001";
|
||||
char mac_addr[10];
|
||||
std::string user_id = "C-" + std::string(GetMac(mac_addr));
|
||||
|
||||
peer = CreatePeer(¶ms);
|
||||
JoinConnection(peer, transmission_id.c_str(), user_id.c_str());
|
||||
|
||||
// Main code
|
||||
int main(int, char**) {
|
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) !=
|
||||
0) {
|
||||
@@ -41,23 +319,30 @@ int main(int, char**) {
|
||||
// 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 = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example",
|
||||
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
||||
1280, 720, window_flags);
|
||||
sdlRenderer = SDL_CreateRenderer(
|
||||
window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
|
||||
if (renderer == nullptr) {
|
||||
if (sdlRenderer == nullptr) {
|
||||
SDL_Log("Error creating SDL_Renderer!");
|
||||
return 0;
|
||||
}
|
||||
|
||||
Uint32 pixformat = 0;
|
||||
pixformat = SDL_PIXELFORMAT_NV12;
|
||||
|
||||
sdlTexture = SDL_CreateTexture(sdlRenderer, pixformat,
|
||||
SDL_TEXTUREACCESS_STREAMING, pixel_w, pixel_h);
|
||||
|
||||
// SDL_RendererInfo info;
|
||||
// SDL_GetRendererInfo(renderer, &info);
|
||||
// SDL_GetRendererInfo(sdlRenderer, &info);
|
||||
// SDL_Log("Current SDL_Renderer: %s", info.name);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
(void)io;
|
||||
io.ConfigFlags |=
|
||||
ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
@@ -69,34 +354,8 @@ int main(int, char**) {
|
||||
// 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);
|
||||
ImGui_ImplSDL2_InitForSDLRenderer(window, sdlRenderer);
|
||||
ImGui_ImplSDLRenderer2_Init(sdlRenderer);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
@@ -130,68 +389,132 @@ int main(int, char**) {
|
||||
ImGui_ImplSDL2_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
ImGui::BeginMainMenuBar();
|
||||
|
||||
if (ImGui::BeginMenu("Main Menu", true)) {
|
||||
if (ImGui::MenuItem("Connect")) {
|
||||
if (ImGui::Button("Button", ImVec2(100, 50))) {
|
||||
LOG_ERROR("!!!!!!!!!!")
|
||||
}
|
||||
ImGui::SameLine();
|
||||
}
|
||||
ImGui::Separator();
|
||||
if (ImGui::MenuItem("Disconnect")) {
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::BeginMenu("Second Menu", true)) {
|
||||
if (ImGui::MenuItem("Item 1", "item 1")) {
|
||||
}
|
||||
ImGui::Separator();
|
||||
if (ImGui::MenuItem("Item 2", "item 2")) {
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::BeginMenu("Third Menu", true)) {
|
||||
if (ImGui::MenuItem("Item 3", "item 3")) {
|
||||
}
|
||||
ImGui::Separator();
|
||||
if (ImGui::MenuItem("Item 4", "item 4")) {
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
ImGui::EndMainMenuBar();
|
||||
|
||||
// 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);
|
||||
// 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;
|
||||
// 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::Begin("Hello, world!", NULL,
|
||||
// ImGuiWindowFlags_NoCollapse); // 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::SetCursorPos(ImVec2(0, 0));
|
||||
// ImGui::SetWindowSize(ImVec2(500, 500));
|
||||
|
||||
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
|
||||
// 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);
|
||||
|
||||
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::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
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
|
||||
1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
// 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();
|
||||
}
|
||||
// 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,
|
||||
SDL_RenderSetScale(sdlRenderer, 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);
|
||||
|
||||
sdlRect.x = 0;
|
||||
sdlRect.y = 0;
|
||||
sdlRect.w = screen_w;
|
||||
sdlRect.h = screen_h;
|
||||
|
||||
SDL_UpdateTexture(sdlTexture, NULL, dst_buffer, pixel_w);
|
||||
SDL_RenderClear(sdlRenderer);
|
||||
SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, &sdlRect);
|
||||
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
|
||||
SDL_RenderPresent(renderer);
|
||||
SDL_RenderPresent(sdlRenderer);
|
||||
|
||||
frame_count++;
|
||||
end_time = SDL_GetTicks();
|
||||
elapsed_time = end_time - start_time;
|
||||
if (elapsed_time >= 1000) {
|
||||
fps = frame_count / (elapsed_time / 1000);
|
||||
frame_count = 0;
|
||||
window_title = "Remote Desk Client FPS [" + std::to_string(fps) + "]";
|
||||
// For MacOS, UI frameworks can only be called from the main thread
|
||||
SDL_SetWindowTitle(window, window_title.c_str());
|
||||
start_time = end_time;
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
@@ -199,7 +522,7 @@ int main(int, char**) {
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyRenderer(sdlRenderer);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user