mirror of
https://github.com/kunkundi/crossdesk.git
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Add main menu using imgui
This commit is contained in:
207
application/remote_desk/remote_desk_gui/demo.c
Normal file
207
application/remote_desk/remote_desk_gui/demo.c
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@@ -0,0 +1,207 @@
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// Dear ImGui: standalone example application for SDL2 + SDL_Renderer
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// (SDL is a cross-platform general purpose library for handling windows,
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// inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/
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// folder).
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// - Introduction, links and more at the top of imgui.cpp
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// Important to understand: SDL_Renderer is an _optional_ component of SDL2.
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// For a multi-platform app consider using e.g. SDL+DirectX on Windows and
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// SDL+OpenGL on Linux/OSX.
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#include <SDL.h>
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#include <stdio.h>
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#include "imgui.h"
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#include "imgui_impl_sdl2.h"
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#include "imgui_impl_sdlrenderer2.h"
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#if !SDL_VERSION_ATLEAST(2, 0, 17)
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#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
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#endif
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// Main code
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int main(int, char**) {
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) !=
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0) {
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printf("Error: %s\n", SDL_GetError());
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return -1;
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}
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// From 2.0.18: Enable native IME.
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#ifdef SDL_HINT_IME_SHOW_UI
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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// Create window with SDL_Renderer graphics context
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SDL_WindowFlags window_flags =
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(SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_Window* window = SDL_CreateWindow(
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"Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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SDL_Renderer* renderer = SDL_CreateRenderer(
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window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
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if (renderer == nullptr) {
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SDL_Log("Error creating SDL_Renderer!");
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return 0;
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}
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// SDL_RendererInfo info;
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// SDL_GetRendererInfo(renderer, &info);
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// SDL_Log("Current SDL_Renderer: %s", info.name);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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(void)io;
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io.ConfigFlags |=
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ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |=
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ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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// ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
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ImGui_ImplSDLRenderer2_Init(renderer);
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can
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// also load multiple fonts and use ImGui::PushFont()/PopFont() to select
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// them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you
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// need to select the font among multiple.
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// - If the file cannot be loaded, the function will return a nullptr. Please
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// handle those errors in your application (e.g. use an assertion, or display
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// an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored
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// into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which
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// ImGui_ImplXXXX_NewFrame below will call.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype
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// for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string
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// literal you need to write a double backslash \\ !
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// io.Fonts->AddFontDefault();
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// io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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// io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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// io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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// io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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// ImFont* font =
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// io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f,
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// nullptr, io.Fonts->GetGlyphRangesJapanese()); IM_ASSERT(font != nullptr);
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// Our state
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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bool done = false;
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while (!done) {
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to
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// tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to
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// your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input
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// data to your main application, or clear/overwrite your copy of the
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// keyboard data. Generally you may always pass all inputs to dear imgui,
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// and hide them from your application based on those two flags.
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT) done = true;
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if (event.type == SDL_WINDOWEVENT &&
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event.window.event == SDL_WINDOWEVENT_CLOSE &&
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event.window.windowID == SDL_GetWindowID(window))
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done = true;
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}
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// Start the Dear ImGui frame
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ImGui_ImplSDLRenderer2_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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// 1. Show the big demo window (Most of the sample code is in
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// ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear
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// ImGui!).
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if (show_demo_window) ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair
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// to create a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!"
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// and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can
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// use a format strings too)
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ImGui::Checkbox(
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"Demo Window",
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&show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat(
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"float", &f, 0.0f,
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1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3(
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"clear color",
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(float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button(
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"Button")) // Buttons return true when clicked (most widgets
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// return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
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1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window) {
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ImGui::Begin(
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"Another Window",
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&show_another_window); // Pass a pointer to our bool variable (the
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// window will have a closing button that will
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// clear the bool when clicked)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me")) show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x,
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io.DisplayFramebufferScale.y);
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SDL_SetRenderDrawColor(
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renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255),
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(Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
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SDL_RenderClear(renderer);
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ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
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SDL_RenderPresent(renderer);
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}
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// Cleanup
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ImGui_ImplSDLRenderer2_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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@@ -1,31 +1,309 @@
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// Dear ImGui: standalone example application for SDL2 + SDL_Renderer
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// (SDL is a cross-platform general purpose library for handling windows,
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// inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// Learn about Dear ImGui:
|
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// - FAQ https://dearimgui.com/faq
|
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/
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// folder).
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// - Introduction, links and more at the top of imgui.cpp
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// Important to understand: SDL_Renderer is an _optional_ component of SDL2.
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// For a multi-platform app consider using e.g. SDL+DirectX on Windows and
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// SDL+OpenGL on Linux/OSX.
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#include <SDL.h>
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#include <SDL.h>
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#include <stdio.h>
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#include <stdio.h>
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#ifdef _WIN32
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#include <Winsock2.h>
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#include <iphlpapi.h>
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#elif __APPLE__
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#include <ifaddrs.h>
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#include <net/if_dl.h>
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#include <net/if_types.h>
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#include <sys/socket.h>
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#include <sys/types.h>
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#elif __linux__
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#include <net/if.h>
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#include <sys/ioctl.h>
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#include <sys/socket.h>
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#include <unistd.h>
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#endif
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#include <chrono>
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#include <cstring>
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#include <fstream>
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#include <iostream>
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#include <string>
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#include <thread>
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#include "imgui.h"
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#include "imgui.h"
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#include "imgui_impl_sdl2.h"
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#include "imgui_impl_sdl2.h"
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#include "imgui_impl_sdlrenderer2.h"
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#include "imgui_impl_sdlrenderer2.h"
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#include "log.h"
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#include "x.h"
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#if !SDL_VERSION_ATLEAST(2, 0, 17)
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int screen_w = 1280, screen_h = 720;
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#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
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const int pixel_w = 1280, pixel_h = 720;
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unsigned char dst_buffer[pixel_w * pixel_h * 3 / 2];
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SDL_Texture *sdlTexture = nullptr;
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SDL_Renderer *sdlRenderer = nullptr;
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SDL_Rect sdlRect;
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SDL_Window *window;
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uint32_t start_time, end_time, elapsed_time;
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uint32_t frame_count = 0;
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int fps = 0;
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std::string window_title = "Remote Desk Client";
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// Refresh Event
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#define REFRESH_EVENT (SDL_USEREVENT + 1)
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#define QUIT_EVENT (SDL_USEREVENT + 2)
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int thread_exit = 0;
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PeerPtr *peer = nullptr;
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typedef enum { mouse = 0, keyboard } ControlType;
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typedef enum { move = 0, left_down, left_up, right_down, right_up } MouseFlag;
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typedef enum { key_down = 0, key_up } KeyFlag;
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typedef struct {
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size_t x;
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size_t y;
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MouseFlag flag;
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} Mouse;
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typedef struct {
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size_t key_value;
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KeyFlag flag;
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} Key;
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typedef struct {
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ControlType type;
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union {
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Mouse m;
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Key k;
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};
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} RemoteAction;
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inline void FreshVideo() {
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sdlRect.x = 0;
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sdlRect.y = 0;
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sdlRect.w = screen_w;
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sdlRect.h = screen_h;
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SDL_UpdateTexture(sdlTexture, NULL, dst_buffer, pixel_w);
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SDL_RenderClear(sdlRenderer);
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SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, &sdlRect);
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SDL_RenderPresent(sdlRenderer);
|
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|
|
||||||
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frame_count++;
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end_time = SDL_GetTicks();
|
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|
elapsed_time = end_time - start_time;
|
||||||
|
if (elapsed_time >= 1000) {
|
||||||
|
fps = frame_count / (elapsed_time / 1000);
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frame_count = 0;
|
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window_title = "Remote Desk Client FPS [" + std::to_string(fps) + "]";
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||||||
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// For MacOS, UI frameworks can only be called from the main thread
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SDL_SetWindowTitle(window, window_title.c_str());
|
||||||
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start_time = end_time;
|
||||||
|
}
|
||||||
|
}
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||||||
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||||||
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inline int ProcessMouseKeyEven(SDL_Event &ev) {
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||||||
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float ratio = 1280.0 / screen_w;
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||||||
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RemoteAction remote_action;
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if (SDL_KEYDOWN == ev.type) // SDL_KEYUP
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||||||
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{
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||||||
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printf("SDLK_DOWN: %d\n", SDL_KeyCode(ev.key.keysym.sym));
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if (SDLK_DOWN == ev.key.keysym.sym) {
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||||||
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printf("SDLK_DOWN \n");
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||||||
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||||||
|
} else if (SDLK_UP == ev.key.keysym.sym) {
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||||||
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printf("SDLK_UP \n");
|
||||||
|
|
||||||
|
} else if (SDLK_LEFT == ev.key.keysym.sym) {
|
||||||
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printf("SDLK_LEFT \n");
|
||||||
|
|
||||||
|
} else if (SDLK_RIGHT == ev.key.keysym.sym) {
|
||||||
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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);
|
||||||
|
|
||||||
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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(¶ms);
|
||||||
|
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();
|
||||||
|
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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")
|
||||||
|
|||||||
Reference in New Issue
Block a user