#include "playerlist.hpp" /* something in here caused the file size to increase alot lol */ namespace features { bool c_player_list::is_friend( const std::string& guid ) { return m_friends[ guid ]; // if a guid is not there, then it is automatically set to false } // handles players and drawing. void c_player_list::operator()( ) { if( g_gmod.m_engine( )->IsInGame( ) ) { g_gmod.m_engine( )->GetScreenSize( m_scrw, m_scrh ); m_x = 50; m_y = 50; m_w = m_scrw - 100; m_h = m_scrh - 100; m_tabwidth = m_w / 3; m_tab = 0; m_items.clear( ); player_info_t info; for( int i{ 1 }; i <= g_gmod.m_globals->m_maxclients; ++i ) { if( i == g_gmod.m_engine( )->GetLocalPlayer( ) ) continue; auto player = g_gmod.m_entlist( )->GetClientEntity< >( i ); if( !player ) continue; if( !g_gmod.m_engine( )->GetPlayerInfo( i, &info ) ) continue; m_items.push_back( playeritem_t( info.name, &m_friends[ info.m_steamid ] ) ); } // sort first character alphabetically. std::sort( m_items.begin( ), m_items.end( ), []( const auto& lhs, const auto& rhs ) { return lhs.m_name[ 0 ] < rhs.m_name[ 0 ]; } ); if( m_open ) { int i = 0; int j = 0; // get d3d font info. TEXTMETRICA metric{ }; d3d::fonts.f_esp_small->GetTextMetricsA( &metric ); // construct size of list and how much to draw. const int font_size = metric.tmHeight; const int list_height = m_items.size( ) * font_size; const int tabs_to_draw = std::min< int >( ( int )std::ceil( ( float )list_height / ( float )m_h ), 3 ); // template arg to stop the min define taking action // pixel padding. const int m_pad_y = 2; const int m_pad_x = 5; // draw blue background. g_d3d.draw_filled_rect( ui::ui_get_bg_col( ), m_x, m_y, m_tabwidth * tabs_to_draw, m_h ); // for each player add to list. for( const auto& item : m_items ) { int str_pos_x{ }; int str_pos_y = m_y + font_size * i + m_pad_y; if( str_pos_y > m_y + m_h ) { i = 0; m_tab++; str_pos_y = m_y + font_size * i + m_pad_y; } str_pos_x = m_x + m_tabwidth * m_tab + m_pad_x; m_tab = std::min< int >( m_tab, tabs_to_draw ); // draw rectangle per element. g_d3d.draw_rect( clr_t( 0, 0, 0 ), m_x + m_tabwidth * m_tab + 1, m_y + font_size * i, m_tabwidth - 2, font_size ); // if selected index is this current index, do special stuff. if( m_index == j ) { g_d3d.draw_filled_rect( clr_t( 200, 200, 200 ), m_x + m_tabwidth * m_tab + 1, m_y + font_size * i + 1, m_tabwidth - 1, font_size - 1 ); g_d3d.draw_text< ALIGN_LEFT >( d3d::fonts.f_esp_small, clr_t( 255, 255, 255 ), str_pos_x + 10, str_pos_y - 2 , D3DFONTFLAG_DROPSHADOW, item.m_name ); g_d3d.draw_text< ALIGN_RIGHT >( d3d::fonts.f_esp_small, clr_t( 255, 255, 255 ), m_x + m_tabwidth * ( m_tab + 1 ) - 5, str_pos_y - 2, D3DFONTFLAG_DROPSHADOW, *item.m_friend ? "true" : "false" ); } else { g_d3d.draw_text< ALIGN_LEFT >( d3d::fonts.f_esp_small, clr_t( 255, 255, 255 ), str_pos_x, str_pos_y - 2, D3DFONTFLAG_DROPSHADOW, item.m_name ); g_d3d.draw_text< ALIGN_RIGHT >( d3d::fonts.f_esp_small, clr_t( 255, 255, 255 ), m_x + m_tabwidth * ( m_tab + 1 ) - 5, str_pos_y - 2, D3DFONTFLAG_DROPSHADOW, *item.m_friend ? "true" : "false" ); } i++; j++; } // draw pink outlines per tab. for( uint8_t k = 0; k < ( uint8_t )tabs_to_draw; k++ ) { g_d3d.draw_rect( ui::ui_get_accent_col( ), m_x + m_tabwidth * k, m_y, m_tabwidth, m_h ); } } } } }