The "screen control" handled user input, which happened to be only
used to control the screen.
The controller and screen were passed to every function. Instead, group
them in a struct input_manager.
The purpose is to add a new shortcut to enable/disable FPS counter. This
feature is not related to "screen control", and will require access to
the "frames" instance.
Since Meson 0.44, subproject_dir may not be '.' anymore. This implies we
must move app/ and server/ to a subprojects/ directory, which requires
to also change some gradle files.
Instead, just use subdir(), with options to disable building of the app
or the server.
The client was built with Meson, the server with Gradle, and were run by
a Makefile.
Add a Meson script for the server (which delegates to Gradle), and a
parent script to build and install both the client and the server to the
system, typically with:
meson --buildtype release build
cd build
ninja
sudo ninja install
In addition, use a separate Makefile to build a "portable" version of
the application (where the client expects the server to be in the
current directory). Typically:
make release-portable
cd dist/scrcpy
./scrcpy
This is especially useful for Windows builds, which are not "installed".
The current meson version is able to generate a config.h from a
configuration data object without any template.
However, older versions of meson require a template, so provide it for
compatibility.
The skip_frames flag was a non-configurable runtime flag. Since it is
not exposed to the user, there is no need for a (possible) runtime cost.
For testing purpose, we still want it to be configurable, so make it a
compilation flag.
We encounter some problems with SDL2_image on MSYS2 (Windows), so
implement our own XPM parsing which does not depend on SDL_image.
The input XPM is considered safe (it's in our source repo), so do not
check XPM format errors. This implies that read_xpm() is not safe to
call on any unsafe input.
Although less straightforward, use SDL_CreateRGBSurfaceFrom() instead of
SDL_CreateRGBSurfaceWithFormatFrom() because it is available with SDL
versions older than 2.0.5.
To control the device from the computer:
- retrieve mouse and keyboard SDL events;
- convert them to Android events;
- serialize them;
- send them on the same socket used by the video stream (but in the
opposite direction);
- deserialize the events on the Android side;
- inject them using the InputManager.