Add main menu using imgui

This commit is contained in:
dijunkun
2023-10-08 17:39:28 +08:00
parent 0f2f984286
commit 45ccbe1637
4 changed files with 634 additions and 103 deletions

207
remote_desk_gui/demo.c Normal file
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@@ -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;
}

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@@ -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 <SDL.h>
#include <stdio.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.h"
#include "imgui_impl_sdl2.h" #include "imgui_impl_sdl2.h"
#include "imgui_impl_sdlrenderer2.h" #include "imgui_impl_sdlrenderer2.h"
#include "log.h"
#include "x.h"
#if !SDL_VERSION_ATLEAST(2, 0, 17) int screen_w = 1280, screen_h = 720;
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function 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 #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(&params);
JoinConnection(peer, transmission_id.c_str(), user_id.c_str());
// Main code
int main(int, char**) {
// Setup SDL // Setup SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) !=
0) { 0) {
@@ -41,17 +319,24 @@ int main(int, char**) {
// Create window with SDL_Renderer graphics context // Create window with SDL_Renderer graphics context
SDL_WindowFlags window_flags = SDL_WindowFlags window_flags =
(SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow( window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example",
"Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); 1280, 720, window_flags);
SDL_Renderer* renderer = SDL_CreateRenderer( sdlRenderer = SDL_CreateRenderer(
window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED); window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
if (renderer == nullptr) { if (sdlRenderer == nullptr) {
SDL_Log("Error creating SDL_Renderer!"); SDL_Log("Error creating SDL_Renderer!");
return 0; 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_RendererInfo info;
// SDL_GetRendererInfo(renderer, &info); // SDL_GetRendererInfo(sdlRenderer, &info);
// SDL_Log("Current SDL_Renderer: %s", info.name); // SDL_Log("Current SDL_Renderer: %s", info.name);
// Setup Dear ImGui context // Setup Dear ImGui context
@@ -69,34 +354,8 @@ int main(int, char**) {
// ImGui::StyleColorsLight(); // ImGui::StyleColorsLight();
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForSDLRenderer(window, renderer); ImGui_ImplSDL2_InitForSDLRenderer(window, sdlRenderer);
ImGui_ImplSDLRenderer2_Init(renderer); ImGui_ImplSDLRenderer2_Init(sdlRenderer);
// 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 // Our state
bool show_demo_window = true; bool show_demo_window = true;
@@ -130,68 +389,132 @@ int main(int, char**) {
ImGui_ImplSDL2_NewFrame(); ImGui_ImplSDL2_NewFrame();
ImGui::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 // 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::ShowDemoWindow()! You can browse its code to learn more about Dear
// ImGui!). // 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 // 2. Show a simple window that we create ourselves.We use a Begin /
// to create a named window. // End pair to create a named window.
{ // {
static float f = 0.0f; // static float f = 0.0f;
static int counter = 0; // static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" // ImGui::Begin("Hello, world!", NULL,
// and append into it. // ImGuiWindowFlags_NoCollapse); // Create a window called
// // "Hello, world!"
// // and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can // ImGui::SetCursorPos(ImVec2(0, 0));
// use a format strings too) // ImGui::SetWindowSize(ImVec2(500, 500));
ImGui::Checkbox(
"Demo Window",
&show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat( // ImGui::Text("This is some useful text."); // Display some text (you
"float", &f, 0.0f, // can
1.0f); // Edit 1 float using a slider from 0.0f to 1.0f // // use a format strings too)
ImGui::ColorEdit3( // ImGui::Checkbox(
"clear color", // "Demo Window",
(float*)&clear_color); // Edit 3 floats representing a color // &show_demo_window); // Edit bools storing our window open/close
// state
// ImGui::Checkbox("Another Window", &show_another_window);
if (ImGui::Button( // ImGui::SliderFloat(
"Button")) // Buttons return true when clicked (most widgets // "float", &f, 0.0f,
// return true when edited/activated) // 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
counter++; // ImGui::ColorEdit3(
ImGui::SameLine(); // "clear color",
ImGui::Text("counter = %d", counter); // (float *)&clear_color); // Edit 3 floats representing a color
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", // if (ImGui::Button(
1000.0f / io.Framerate, io.Framerate); // "Button")) // Buttons return true when clicked (most widgets
ImGui::End(); // // 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. // 3. Show another simple window.
if (show_another_window) { // if (show_another_window) {
ImGui::Begin( // ImGui::Begin(
"Another Window", // "Another Window",
&show_another_window); // Pass a pointer to our bool variable (the // &show_another_window); // Pass a pointer to our bool variable (the
// window will have a closing button that will // // window will have a closing button that
// clear the bool when clicked) // will
ImGui::Text("Hello from another window!"); // // clear the bool when clicked)
if (ImGui::Button("Close Me")) show_another_window = false; // ImGui::Text("Hello from another window!");
ImGui::End(); // if (ImGui::Button("Close Me")) show_another_window = false;
} // ImGui::End();
// }
// Rendering // Rendering
ImGui::Render(); ImGui::Render();
SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, SDL_RenderSetScale(sdlRenderer, io.DisplayFramebufferScale.x,
io.DisplayFramebufferScale.y); io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColor(
renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), sdlRect.x = 0;
(Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255)); sdlRect.y = 0;
SDL_RenderClear(renderer); 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()); 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 // Cleanup
@@ -199,7 +522,7 @@ int main(int, char**) {
ImGui_ImplSDL2_Shutdown(); ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext(); ImGui::DestroyContext();
SDL_DestroyRenderer(renderer); SDL_DestroyRenderer(sdlRenderer);
SDL_DestroyWindow(window); SDL_DestroyWindow(window);
SDL_Quit(); SDL_Quit();

View File

@@ -119,9 +119,9 @@ void RemoteDeskServer::ReceiveDataBuffer(const char *data, size_t size,
ip.mi.time = 0; ip.mi.time = 0;
// Set cursor pos // Set cursor pos
SetCursorPos(ip.mi.dx, ip.mi.dy); // SetCursorPos(ip.mi.dx, ip.mi.dy);
// Send the press // Send the press
SendInput(1, &ip, sizeof(INPUT)); // SendInput(1, &ip, sizeof(INPUT));
std::cout << "Receive data from [" << user << "], " << ip.type << " " std::cout << "Receive data from [" << user << "], " << ip.type << " "
<< ip.mi.dwFlags << " " << ip.mi.dx << " " << ip.mi.dy << ip.mi.dwFlags << " " << ip.mi.dx << " " << ip.mi.dy

View File

@@ -80,6 +80,7 @@ target("remote_desk_gui")
add_deps("projectx") add_deps("projectx")
add_packages("log", "imgui", "sdl2") add_packages("log", "imgui", "sdl2")
add_files("remote_desk_gui/*.cpp") add_files("remote_desk_gui/*.cpp")
add_includedirs("../../src/interface")
if is_os("windows") then if is_os("windows") then
add_links("SDL2-static", "SDL2main", "gdi32", "winmm", add_links("SDL2-static", "SDL2main", "gdi32", "winmm",
"setupapi", "version", "Imm32", "iphlpapi") "setupapi", "version", "Imm32", "iphlpapi")