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raylib-cs/Examples/Text/StringsManagement.cs
tiger tiger tiger 8c22e68c2a
WASM examples (+ backports of new official examples) (#344)
* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality.

* chg: Modernize CI workflow, enable SourceLink

- Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1
- Trigger push builds on main instead of master
- Create local nuget feed dir before pack (fixes NU1301)
- Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340)

* fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures

* chore: updated readme

* fix: version the native extract marker and chain download via DependsOnTargets

The .extracted marker now includes the raylib package name, so bumping
TargetRaylibTag re-extracts the new archive instead of silently keeping
(and packing/copying) the previous version's files.

_PrepareNativeLibrary and _StageWasmNative now depend directly on
_DownloadAndExtractInternal instead of CallTarget-ing it; dependency
targets run in the same project instance, so the resolved properties
(RaylibPackageName etc.) propagate naturally.

* fix: let the binding build for browser-wasm on both net8.0 and net10.0

The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x,
auto-imported for RID browser-wasm) treats every browser-wasm project as
a wasm app: it forces OutputType=Exe after project evaluation (CS5001
for a classlib) and hooks its app-bundle build after Build, which errors
because a library has no assemblies to bundle. Opt Raylib-cs out via
DisableAutoWasmBuildApp (props time, before the workload defaults its
trigger) and pin OutputType back to Library in Directory.Build.targets
(evaluated after the workload props, so the assignment wins). net10's
wasm SDK needs neither workaround.

* chore: readme updated

* chg: simplifying build logic - a simple line in the documentation should save us the code here

* fix: Wrong signature of FrameBufferComplete

* chore: readme update

* feat: samples default to local project reference, and can optionally use the nuget package

* feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style

* chore: readme, gitignore, and targets backport.

* fix: Examples.csproj runs the download task when building locally

* feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style

* chore: readme, gitignore, and targets backport.

* chore: clean up linter warnings

* feat: html harness focuses the example and allows quick navigation with J/K instead.

* chore: readme mentions the property to use nuget vs. the local project reference

* feat: replaced the J/K navigation with good old HTML buttons

* chore: run dotnet format scoped default (was previously scoped to just 'style')
2026-07-30 18:34:34 +01:00

548 lines
18 KiB
C#

/*******************************************************************************************
*
* raylib [text] example - strings management
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by David Buzatto (@davidbuzatto) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 David Buzatto (@davidbuzatto)
*
********************************************************************************************/
using System.Text;
namespace Examples.Text;
public partial class StringsManagement : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int MaxTextLength = 100;
private const int MaxTextParticles = 100;
private const int FontSize = 30;
public string Name => "Text / Strings Management";
public string Title => "raylib [text] example - strings management";
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
private class TextParticle
{
public string Text;
public Rectangle Rect; // Boundary
public Vector2 Vel; // Velocity
public Vector2 Ppos; // Previous position
public float Padding;
public float BorderWidth;
public float Friction;
public float Elasticity;
public Color Color;
public bool Grabbed;
}
private List<TextParticle> textParticles;
private TextParticle grabbedTextParticle;
private Vector2 pressOffset;
public void Init()
{
textParticles = new();
grabbedTextParticle = null;
pressOffset = new(0, 0);
PrepareFirstTextParticle("raylib => fun videogames programming!");
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
float delta = GetFrameTime();
Vector2 mousePos = GetMousePosition();
// Checks if a text particle was grabbed
if (IsMouseButtonPressed(MouseButton.Left))
{
for (int i = textParticles.Count - 1; i >= 0; i--)
{
TextParticle tp = textParticles[i];
if (CheckCollisionPointRec(mousePos, tp.Rect))
{
pressOffset.X = mousePos.X - tp.Rect.X;
pressOffset.Y = mousePos.Y - tp.Rect.Y;
tp.Grabbed = true;
grabbedTextParticle = tp;
break;
}
}
}
// Releases any text particle the was grabbed
if (IsMouseButtonReleased(MouseButton.Left))
{
if (grabbedTextParticle != null)
{
grabbedTextParticle.Grabbed = false;
grabbedTextParticle = null;
}
}
// Slice os shatter a text particle
if (IsMouseButtonPressed(MouseButton.Right))
{
for (int i = textParticles.Count - 1; i >= 0; i--)
{
TextParticle tp = textParticles[i];
if (CheckCollisionPointRec(mousePos, tp.Rect))
{
if (IsKeyDown(KeyboardKey.LeftShift))
{
ShatterTextParticle(tp, i);
}
else
{
SliceTextParticle(tp, i, tp.Text.Length / 2);
}
break;
}
}
}
// Shake text particles
if (IsMouseButtonPressed(MouseButton.Middle))
{
for (int i = 0; i < textParticles.Count; i++)
{
if (!textParticles[i].Grabbed)
{
textParticles[i].Vel = new Vector2(GetRandomValue(-2000, 2000), GetRandomValue(-2000, 2000));
}
}
}
// Reset using TextTo* functions
if (IsKeyPressed(KeyboardKey.One))
{
PrepareFirstTextParticle("raylib => fun videogames programming!");
}
if (IsKeyPressed(KeyboardKey.Two))
{
PrepareFirstTextParticle(TextToUpper("raylib => fun videogames programming!"));
}
if (IsKeyPressed(KeyboardKey.Three))
{
PrepareFirstTextParticle(TextToLower("raylib => fun videogames programming!"));
}
if (IsKeyPressed(KeyboardKey.Four))
{
PrepareFirstTextParticle(TextToPascal("raylib_fun_videogames_programming"));
}
if (IsKeyPressed(KeyboardKey.Five))
{
PrepareFirstTextParticle(TextToSnake("RaylibFunVideogamesProgramming"));
}
if (IsKeyPressed(KeyboardKey.Six))
{
PrepareFirstTextParticle(TextToCamel("raylib_fun_videogames_programming"));
}
// Slice by char pressed only when we have one text particle
int charPressed = GetCharPressed();
if ((charPressed >= 'A') && (charPressed <= 'z') && (textParticles.Count == 1))
{
SliceTextParticleByChar(textParticles[0], (char)charPressed);
}
// Updates each text particle state
for (int i = 0; i < textParticles.Count; i++)
{
TextParticle tp = textParticles[i];
// The text particle is not grabbed
if (!tp.Grabbed)
{
// text particle repositioning using the velocity
tp.Rect.X += tp.Vel.X * delta;
tp.Rect.Y += tp.Vel.Y * delta;
// Does the text particle hit the screen right boundary?
if ((tp.Rect.X + tp.Rect.Width) >= screenWidth)
{
tp.Rect.X = screenWidth - tp.Rect.Width; // Text particle repositioning
tp.Vel.X = -tp.Vel.X * tp.Elasticity; // Elasticity makes the text particle lose 10% of its velocity on hit
}
// Does the text particle hit the screen left boundary?
else if (tp.Rect.X <= 0)
{
tp.Rect.X = 0.0f;
tp.Vel.X = -tp.Vel.X * tp.Elasticity;
}
// The same for y axis
if ((tp.Rect.Y + tp.Rect.Height) >= screenHeight)
{
tp.Rect.Y = screenHeight - tp.Rect.Height;
tp.Vel.Y = -tp.Vel.Y * tp.Elasticity;
}
else if (tp.Rect.Y <= 0)
{
tp.Rect.Y = 0.0f;
tp.Vel.Y = -tp.Vel.Y * tp.Elasticity;
}
// Friction makes the text particle lose 1% of its velocity each frame
tp.Vel.X = tp.Vel.X * tp.Friction;
tp.Vel.Y = tp.Vel.Y * tp.Friction;
}
else
{
// Text particle repositioning using the mouse position
tp.Rect.X = mousePos.X - pressOffset.X;
tp.Rect.Y = mousePos.Y - pressOffset.Y;
// While the text particle is grabbed, recalculates its velocity
tp.Vel.X = (tp.Rect.X - tp.Ppos.X) / delta;
tp.Vel.Y = (tp.Rect.Y - tp.Ppos.Y) / delta;
tp.Ppos.X = tp.Rect.X;
tp.Ppos.Y = tp.Rect.Y;
// Glue text particles when dragging and pressing left ctrl
if (IsKeyDown(KeyboardKey.LeftControl))
{
for (int j = 0; j < textParticles.Count; j++)
{
if (textParticles[j] != grabbedTextParticle && grabbedTextParticle.Grabbed)
{
if (CheckCollisionRecs(grabbedTextParticle.Rect, textParticles[j].Rect))
{
GlueTextParticles(grabbedTextParticle, textParticles[j]);
grabbedTextParticle = textParticles[textParticles.Count - 1];
}
}
}
}
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
for (int i = 0; i < textParticles.Count; i++)
{
TextParticle tp = textParticles[i];
DrawRectangleRec(new Rectangle(tp.Rect.X - tp.BorderWidth, tp.Rect.Y - tp.BorderWidth, tp.Rect.Width + tp.BorderWidth * 2, tp.Rect.Height + tp.BorderWidth * 2), Color.Black);
DrawRectangleRec(tp.Rect, tp.Color);
DrawText(tp.Text, (int)(tp.Rect.X + tp.Padding), (int)(tp.Rect.Y + tp.Padding), FontSize, Color.Black);
}
DrawText("grab a text particle by pressing with the mouse and throw it by releasing", 10, 10, 10, Color.DarkGray);
DrawText("slice a text particle by pressing it with the mouse right button", 10, 30, 10, Color.DarkGray);
DrawText("shatter a text particle keeping left shift pressed and pressing it with the mouse right button", 10, 50, 10, Color.DarkGray);
DrawText("glue text particles by grabbing than and keeping left control pressed", 10, 70, 10, Color.DarkGray);
DrawText("1 to 6 to reset", 10, 90, 10, Color.DarkGray);
DrawText("when you have only one text particle, you can slice it by pressing a char", 10, 110, 10, Color.DarkGray);
DrawText($"TEXT PARTICLE COUNT: {textParticles.Count}", 10, GetScreenHeight() - 30, 20, Color.Black);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
private void PrepareFirstTextParticle(string text)
{
TextParticle first = CreateTextParticle(
text,
GetScreenWidth() / 2.0f,
GetScreenHeight() / 2.0f,
Color.RayWhite
);
textParticles.Clear();
textParticles.Add(first);
}
private static TextParticle CreateTextParticle(string text, float x, float y, Color color)
{
TextParticle tp = new()
{
Text = "",
Rect = new Rectangle(x, y, 30, 30),
Vel = new Vector2(GetRandomValue(-200, 200), GetRandomValue(-200, 200)),
Ppos = new Vector2(0, 0),
Padding = 5.0f,
BorderWidth = 5.0f,
Friction = 0.99f,
Elasticity = 0.9f,
Color = color,
Grabbed = false
};
// Emulate C TextCopy() into a fixed size buffer
if (text.Length > MaxTextLength - 1)
{
text = text.Substring(0, MaxTextLength - 1);
}
tp.Text = text;
tp.Rect.Width = MeasureText(tp.Text, FontSize) + tp.Padding * 2;
tp.Rect.Height = FontSize + tp.Padding * 2;
return tp;
}
private void SliceTextParticle(TextParticle tp, int particlePos, int sliceLength)
{
int length = tp.Text.Length;
if ((length > 1) && ((textParticles.Count + length) < MaxTextParticles))
{
for (int i = 0; i < length; i += sliceLength)
{
string text = sliceLength == 1 ? tp.Text[i].ToString() : Subtext(tp.Text, i, sliceLength);
textParticles.Add(CreateTextParticle(
text,
tp.Rect.X + i * tp.Rect.Width / length,
tp.Rect.Y,
new Color(GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255)
));
}
RealocateTextParticles(particlePos);
}
}
private void SliceTextParticleByChar(TextParticle tp, char charToSlice)
{
string[] tokens = tp.Text.Split(charToSlice);
int tokenCount = tokens.Length;
if (tokenCount > 1)
{
int textLength = tp.Text.Length;
for (int i = 0; i < textLength; i++)
{
if (tp.Text[i] == charToSlice)
{
textParticles.Add(CreateTextParticle(
charToSlice.ToString(),
tp.Rect.X,
tp.Rect.Y,
new Color(GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255)
));
}
}
for (int i = 0; i < tokenCount; i++)
{
int tokenLength = tokens[i].Length;
textParticles.Add(CreateTextParticle(
tokens[i],
tp.Rect.X + i * tp.Rect.Width / tokenLength,
tp.Rect.Y,
new Color(GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255)
));
}
RealocateTextParticles(0);
}
}
private void ShatterTextParticle(TextParticle tp, int particlePos)
{
SliceTextParticle(tp, particlePos, 1);
}
private void GlueTextParticles(TextParticle grabbed, TextParticle target)
{
int p1 = textParticles.IndexOf(grabbed);
int p2 = textParticles.IndexOf(target);
if ((p1 != -1) && (p2 != -1))
{
TextParticle tp = CreateTextParticle(
grabbed.Text + target.Text,
grabbed.Rect.X,
grabbed.Rect.Y,
Color.RayWhite
);
tp.Grabbed = true;
textParticles.Add(tp);
grabbed.Grabbed = false;
if (p1 < p2)
{
RealocateTextParticles(p2);
RealocateTextParticles(p1);
}
else
{
RealocateTextParticles(p1);
RealocateTextParticles(p2);
}
}
}
private void RealocateTextParticles(int particlePos)
{
textParticles.RemoveAt(particlePos);
}
// Extract a substring, clamping length to the available characters (like raylib TextSubtext)
private static string Subtext(string text, int position, int length)
{
if (position >= text.Length)
{
return "";
}
int maxLength = text.Length - position;
if (length > maxLength)
{
length = maxLength;
}
return text.Substring(position, length);
}
// C# equivalents of raylib TextTo* helpers (behaviour kept identical)
private static string TextToUpper(string text)
{
var sb = new StringBuilder(text.Length);
foreach (char c in text)
{
sb.Append((c >= 'a' && c <= 'z') ? (char)(c - 32) : c);
}
return sb.ToString();
}
private static string TextToLower(string text)
{
var sb = new StringBuilder(text.Length);
foreach (char c in text)
{
sb.Append((c >= 'A' && c <= 'Z') ? (char)(c + 32) : c);
}
return sb.ToString();
}
private static string TextToPascal(string text)
{
var sb = new StringBuilder(text.Length);
if (text.Length > 0)
{
sb.Append(char.ToUpperInvariant(text[0]));
for (int i = 1; i < text.Length; i++)
{
if (text[i] == '_' && (i + 1) < text.Length)
{
sb.Append(char.ToUpperInvariant(text[i + 1]));
i++;
}
else
{
sb.Append(text[i]);
}
}
}
return sb.ToString();
}
private static string TextToSnake(string text)
{
var sb = new StringBuilder(text.Length);
for (int i = 0; i < text.Length; i++)
{
char c = text[i];
if (c >= 'A' && c <= 'Z')
{
if (i > 0)
{
sb.Append('_');
}
sb.Append((char)(c + 32));
}
else
{
sb.Append(c);
}
}
return sb.ToString();
}
private static string TextToCamel(string text)
{
var sb = new StringBuilder(text.Length);
if (text.Length > 0)
{
sb.Append(char.ToLowerInvariant(text[0]));
for (int i = 1; i < text.Length; i++)
{
if (text[i] == '_' && (i + 1) < text.Length)
{
sb.Append(char.ToUpperInvariant(text[i + 1]));
i++;
}
else
{
sb.Append(text[i]);
}
}
}
return sb.ToString();
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [text] example - strings management");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new StringsManagement();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}