LibVNCServer/LibVNCClient
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To make a server, you just have to initialise a server structure using the function rfbGetScreen(), like
where byte per pixel should be 1, 2 or 4. If performance doesn't matter, you may try bpp=3 (internally one cannot use native data types in this case; if you want to use this, look at pnmshow24.c).
You then can set hooks and io functions (see Making it interactive) or other options (see Optional Server Features).
And you allocate the frame buffer like this:
After that, you initialize the server, like
You can use a blocking event loop, a background (pthread based) event loop, or implement your own using the rfbProcessEvents() function.
These options have to be set between rfbGetScreen() and rfbInitServer().
If you already have a socket to talk to, just set rfbScreenInfo::inetdSock (originally this is for inetd handling, but why not use it for your purpose?).
To also start an HTTP server (running on port 5800+display_number), you have to set rfbScreenInfo::httpDir to a directory containing vncviewer.jar and index.vnc (like the included "webclients" directory).
Whenever you draw something, you have to call
This tells LibVNCServer to send updates to all connected clients.
There exist the following IO functions as members of rfbScreen: rfbScreenInfo::kbdAddEvent(), rfbScreenInfo::kbdReleaseAllKeys(), rfbScreenInfo::ptrAddEvent(), rfbScreenInfo::setXCutText() and rfbScreenInfo::setXCutTextUTF8()
rfbScreenInfo::kbdAddEvent() is called when a key is pressed. rfbScreenInfo::kbdReleaseAllKeys() is not called at all (maybe in the future). rfbScreenInfo::ptrAddEvent() is called when the mouse moves or a button is pressed. WARNING: if you want to have proper cursor handling, call rfbDefaultPtrAddEvent() in your own function. This sets the coordinates of the cursor. rfbScreenInfo::setXCutText() is called when the selection changes. rfbScreenInfo::setXCutTextUTF8() is called when the selection changes and the ExtendedClipboard extension is enabled.
There are only two hooks: rfbScreenInfo::newClientHook() is called when a new client has connected. rfbScreenInfo::displayHook() is called just before a frame buffer update is sent.
You can also override the following methods: rfbScreenInfo::getCursorPtr() This could be used to make an animated cursor (if you really want ...) rfbScreenInfo::setTranslateFunction() If you insist on colour maps or something more obscure, you have to implement this. Default is a trueColour mapping.
The screen holds a pointer rfbScreenInfo::cursor to the current cursor. Whenever you set it, remember that any dynamically created cursor (like return value from rfbMakeXCursor()) is not free'd!
The rfbCursor structure consists mainly of a mask and a source. The rfbCursor::mask describes, which pixels are drawn for the cursor (a cursor needn't be rectangular). The rfbCursor::source describes, which colour those pixels should have.
The standard is an XCursor: a cursor with a foreground and a background colour (stored in backRed,backGreen,backBlue and the same for foreground in a range from 0-0xffff). Therefore, the arrays "mask" and "source" contain pixels as single bits stored in bytes in MSB order. The rows are padded, such that each row begins with a new byte (i.e. a 10x4 cursor's mask has 2x4 bytes, because 2 bytes are needed to hold 10 bits).
It is however very easy to make a cursor like this:
You can even set rfbCursor::mask to NULL in this call and LibVNCServer will calculate a mask for you (dynamically, so you have to free it yourself).
There is also an array named rfbCursor::richSource for colourful cursors. They have the same format as the frameBuffer (i.e. if the server is 32 bit, a 10x4 cursor has 4x10x4 bytes).
The rfbScreenInfoPtr is a pointer to a rfbScreenInfo structure, which holds information about the server, like pixel format, io functions, frame buffer etc. The rfbClientPtr is a pointer to an rfbClientRec structure, which holds information about a client, like pixel format, socket of the connection, etc. A server can have several clients, but needn't have any. So, if you have a server and three clients are connected, you have one instance of a rfbScreenInfo and three instances of rfbClientRec's.
The rfbClientRec structure holds a member rfbClientRec::screen which points to the server. So, to access the server from the client structure, you use client->screen.
To access all clients from a server be sure to use the provided iterator rfbGetClientIterator() with rfbClientIteratorNext() and rfbReleaseClientIterator() to prevent thread clashes.
There are two documented examples included:
The examples are not too well documented, but easy straight forward and a good starting point.
Try example.c: it outputs on which port it listens (default: 5900), so it is display 0. To view, call
You should see a sheet with a gradient and "Hello World!" written on it. Try to paint something. Note that every time you click, there is some bigger blot, whereas when you drag the mouse while clicked you draw a line. The size of the blot depends on the mouse button you click. Open a second vncviewer with the same parameters and watch it as you paint in the other window. This also works over internet. You just have to know either the name or the IP of your machine. Then it is
or similar for the remote client. Now you are ready to type something. Be sure that your mouse sits still, because every time the mouse moves, the cursor is reset to the position of the pointer! If you are done with that demo, press the down or up arrows. If your viewer supports it, then the dimensions of the sheet change. Just press Escape in the viewer. Note that the server still runs, even if you closed both windows. When you reconnect now, everything you painted and wrote is still there. You can press "Page Up" for a blank page.
The demo pnmshow.c is much simpler: you either provide a filename as argument or pipe a file through stdin. Note that the file has to be a raw pnm/ppm file, i.e. a truecolour graphics. Only the Escape key is implemented. This may be the best starting point if you want to learn how to use LibVNCServer. You are confronted with the fact that the bytes per pixel can only be 8, 16 or 32.