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#include <iostream> #include <SFML/Graphics.hpp> #include <SFML/Network.hpp> using namespace std; int main() { // Screen size const int screenWidth = sf::VideoMode::getDesktopMode().width; const int screenHeight = sf::VideoMode::getDesktopMode().height; // Create a RenderWindow object sf::RenderWindow window(sf::VideoMode(screenWidth, screenHeight), "Remote Desktop - Server"); // Create an image to store the screen capture sf::Image screenCapture; // Create a TCP socket sf::TcpListener listener; listener.listen(54000); // Listen on port 54000 sf::TcpSocket client; cout << "Waiting for client to connect..." << endl; if (listener.accept(client) != sf::Socket::Done) { cout << "Failed to connect to client." << endl; return -1; } cout << "Client connected!" << endl; while (window.isOpen()) { // Capture the screen screenCapture.create(screenWidth, screenHeight); screenCapture.copyScreen(window); // Save the capture to a texture sf::Texture texture; texture.loadFromImage(screenCapture); // Convert the texture to an image for sending sf::Image image = texture.copyToImage(); // Send the image size to the client sf::Uint32 imageSize = image.getSize().x * image.getSize().y * 4; // RGBA has 4 bytes per pixel client.send(&imageSize, sizeof(imageSize)); // Send the image data to the client client.send(image.getPixelsPtr(), imageSize); // Process events sf::Event event; while (window.pollEvent(event)) { if (event.type == sf::Event::Closed) { window.close(); } } // Clear the window window.clear(); // Draw the captured image to the window sf::Sprite sprite(texture); window.draw(sprite); // Display the window contents window.display(); } return 0; } |
Explanation
- SFML Library:
- The program uses the SFML (Simple and Fast Multimedia Library) for window creation, image capturing, and network communication. SFML provides easy-to-use APIs for 2D graphics, input handling, and networking.
Advertisement - Screen Size:
- The program starts by getting the screen dimensions using
sf::VideoMode::getDesktopMode()
.
- The program starts by getting the screen dimensions using
- RenderWindow:
- A
sf::RenderWindow
object is created to represent the window where the server application will run. Although in a real remote desktop application, the server might not have a visible window, this is used here for simplicity.
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- Screen Capture:
sf::Image screenCapture
is used to capture the current screen content. ThecopyScreen()
method captures the screen from theRenderWindow
.
- Networking:
- A TCP socket is set up to listen for incoming client connections on port
54000
. Once a client connects, the server sends the captured screen data to the client.
- A TCP socket is set up to listen for incoming client connections on port
- Sending Screen Data:
- The captured screen is converted into a
sf::Texture
, which is then converted into an image. The image size is sent first, followed by the raw pixel data.
- The captured screen is converted into a
- Event Handling:
- The program listens for window close events to terminate the server properly. It also continuously captures and displays the screen contents in the window.
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Notes:
- This is a highly simplified example. A full remote desktop application would require handling client-side rendering, optimizing data transfer (e.g., compressing the image), managing user inputs, handling multiple clients, etc.
- The SFML library must be installed and linked to the project for this code to work.
- The client side (not shown here) would need to receive the image data and display it in real-time.