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#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 );
}
}
}
}
}
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