Screenshots and downloads are now only retrieved once from the team server when the user selects them in the client for preview, which leads to faster start-up times and less blocking UI.
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@@ -70,9 +70,9 @@ proc sendRemoveLoot*(connection: WsConnection, lootId: string) =
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)
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connection.ws.sendEvent(event, connection.sessionKey)
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proc sendDownloadLoot*(connection: WsConnection, lootId: string) =
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proc sendGetLoot*(connection: WsConnection, lootId: string) =
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let event = Event(
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eventType: CLIENT_LOOT_SYNC,
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eventType: CLIENT_LOOT_GET,
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timestamp: now().toTime().toUnix(),
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data: %*{
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"lootId": lootId
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@@ -157,18 +157,20 @@ proc main(ip: string = "localhost", port: int = 37573) =
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of DOWNLOAD:
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lootDownloads.items.add(lootItem)
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of SCREENSHOT:
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lootScreenshots.addItem(lootItem)
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lootScreenshots.items.add(lootItem)
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else: discard
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of CLIENT_LOOT_SYNC:
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let path = event.data["path"].getStr()
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let file = decode(event.data["loot"].getStr())
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try:
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# TODO: Using native file dialogs to have the client select the output file path (does not work in WSL)
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# let outFilePath = callDialogFileSave("Save Payload")
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writeFile(path & "_download", file)
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except IOError:
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discard
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of CLIENT_LOOT_DATA:
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let
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lootItem = event.data["loot"].to(LootItem)
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data = decode(event.data["data"].getStr())
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case lootItem.itemType:
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of DOWNLOAD:
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lootDownloads.contents[lootItem.lootId] = data
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of SCREENSHOT:
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lootScreenshots.addTexture(lootItem.lootId, data)
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else: discard
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else: discard
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@@ -224,9 +224,7 @@ proc draw*(component: ConsoleComponent, connection: WsConnection) =
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Problems I encountered with other approaches (Multi-line Text Input, TextEditor, ...):
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- https://github.com/ocornut/imgui/issues/383#issuecomment-2080346129
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- https://github.com/ocornut/imgui/issues/950
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Huge thanks to @dinau for implementing ImGuiTextSelect into imguin very rapidly after I requested it.
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- https://github.com/ocornut/imgui/issues/950
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]#
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let consolePadding: float = 10.0f
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let footerHeight = (consolePadding * 2) + (igGetStyle().ItemSpacing.y + igGetFrameHeightWithSpacing()) * 0.75f
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@@ -1,4 +1,4 @@
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import strformat, strutils, times, os
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import strformat, strutils, times, os, tables
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import imguin/[cimgui, glfw_opengl, simple]
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import ../../utils/[appImGui, colors]
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import ../../../common/[types, utils]
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@@ -8,6 +8,7 @@ type
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DownloadsComponent* = ref object of RootObj
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title: string
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items*: seq[LootItem]
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contents*: Table[string, string]
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selectedIndex: int
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@@ -15,6 +16,7 @@ proc LootDownloads*(title: string): DownloadsComponent =
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result = new DownloadsComponent
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result.title = title
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result.items = @[]
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result.contents = initTable[string, string]()
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result.selectedIndex = -1
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proc draw*(component: DownloadsComponent, showComponent: ptr bool, connection: WsConnection) =
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@@ -88,8 +90,14 @@ proc draw*(component: DownloadsComponent, showComponent: ptr bool, connection: W
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let item = component.items[component.selectedIndex]
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if igMenuItem("Download", nil, false, true):
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# Task team server to download file
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connection.sendDownloadLoot(item.lootId)
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# Download file
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try:
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# TODO: Use native dialogs to select the download location
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let path = item.path & ".download"
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let data = component.contents[item.lootId]
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writeFile(path, data)
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except IOError:
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discard
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igCloseCurrentPopup()
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if igMenuItem("Remove", nil, false, true):
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@@ -111,15 +119,20 @@ proc draw*(component: DownloadsComponent, showComponent: ptr bool, connection: W
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if component.selectedIndex >= 0 and component.selectedIndex < component.items.len:
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let item = component.items[component.selectedIndex]
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igText(fmt("[{item.host}] "))
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igSameLine(0.0f, 0.0f)
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igText(item.path.extractFilename().replace("C_", "C:/").replace("_", "/"))
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igDummy(vec2(0.0f, 5.0f))
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igSeparator()
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igDummy(vec2(0.0f, 5.0f))
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if not component.contents.hasKey(item.lootId):
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connection.sendGetLoot(item.lootId)
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component.contents[item.lootId] = "" # Ensure that the sendGetLoot() function is sent only once by setting a value for the table key
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igTextUnformatted(item.data, nil)
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else:
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igText(fmt("[{item.host}] "))
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igSameLine(0.0f, 0.0f)
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igText(item.path.extractFilename().replace("C_", "C:/").replace("_", "/"))
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igDummy(vec2(0.0f, 5.0f))
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igSeparator()
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igDummy(vec2(0.0f, 5.0f))
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igTextUnformatted(component.contents[item.lootId], nil)
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else:
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igText("Select item to preview contents")
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@@ -7,12 +7,13 @@ import ../../core/websocket
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type
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ScreenshotTexture* = ref object
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textureId*: GLuint
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data*: string
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width: int
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height: int
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ScreenshotsComponent* = ref object of RootObj
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title: string
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items: seq[LootItem]
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items*: seq[LootItem]
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selectedIndex: int
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textures: Table[string, ScreenshotTexture]
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@@ -23,13 +24,12 @@ proc LootScreenshots*(title: string): ScreenshotsComponent =
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result.selectedIndex = -1
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result.textures = initTable[string, ScreenshotTexture]()
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proc addItem*(component: ScreenshotsComponent, screenshot: LootItem) =
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component.items.add(screenshot)
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proc addTexture*(component: ScreenshotsComponent, lootId: string, data: string) =
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var textureId: GLuint
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let (width, height) = loadTextureFromBytes(string.toBytes(screenshot.data), textureId)
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component.textures[screenshot.path] = ScreenshotTexture(
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let (width, height) = loadTextureFromBytes(string.toBytes(data), textureId)
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component.textures[lootId] = ScreenshotTexture(
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textureId: textureId,
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data: data,
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width: width,
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height: height
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)
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@@ -98,11 +98,18 @@ proc draw*(component: ScreenshotsComponent, showComponent: ptr bool, connection:
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# Handle right-click context menu
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if component.selectedIndex >= 0 and component.selectedIndex < component.items.len and igBeginPopupContextWindow("Downloads", ImGui_PopupFlags_MouseButtonRight.int32):
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let item = component.items[component.selectedIndex]
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if igMenuItem("Download", nil, false, true):
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# Task team server to download file
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connection.sendDownloadLoot(item.lootId)
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# Download screenshot
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try:
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# TODO: Use native dialogs to select the download location
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let path = item.path & "_download.jpeg"
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let data = component.textures[item.lootId].data
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writeFile(path, data)
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except IOError:
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discard
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igCloseCurrentPopup()
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if igMenuItem("Remove", nil, false, true):
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@@ -122,10 +129,20 @@ proc draw*(component: ScreenshotsComponent, showComponent: ptr bool, connection:
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if igBeginChild_Str("##Preview", vec2(0.0f, 0.0f), ImGui_ChildFlags_Borders.int32, ImGui_WindowFlags_None.int32):
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if component.selectedIndex >= 0 and component.selectedIndex < component.items.len:
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let item = component.items[component.selectedIndex]
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let texture = component.textures[item.path]
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igImage(ImTextureRef(internal_TexData: nil, internal_TexID: texture.textureId), vec2(texture.width, texture.height), vec2(0, 0), vec2(1, 1))
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let item = component.items[component.selectedIndex]
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# Check if the texture for the loot item has already been loaded from the team server
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# If the texture doesn't exist yet, send a request to the team server to retrieve and render it
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if not component.textures.hasKey(item.lootId):
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connection.sendGetLoot(item.lootId)
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component.textures[item.lootId] = nil # Ensure that the sendGetLoot() function is sent only once by setting a value for the table key
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# Display the image preview
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else:
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let texture = component.textures[item.lootId]
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if not texture.isNil():
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igImage(ImTextureRef(internal_TexData: nil, internal_TexID: texture.textureId), vec2(texture.width, texture.height), vec2(0, 0), vec2(1, 1))
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else:
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igText("Select item for preview.")
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