404 lines
14 KiB
C#
404 lines
14 KiB
C#
/*******************************************************************************************
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*
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* raylib [text] example - rectangle bounds
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* Example originally created with raylib 2.5, last time updated with raylib 4.0
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*
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* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Text;
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public partial class RectangleBounds : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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// Minimum width and heigh for the container rectangle
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private const float minWidth = 60;
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private const float minHeight = 60;
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private const float maxWidth = screenWidth - 50.0f;
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private const float maxHeight = screenHeight - 160.0f;
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public string Name => "Text / Rectangle Bounds";
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public string Title => "raylib [text] example - rectangle bounds";
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private string text;
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private bool resizing;
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private bool wordWrap;
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private Rectangle container;
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private Rectangle resizer;
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private Vector2 lastMouse;
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private Color borderColor;
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private Font font;
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public void Init()
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{
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text = "Text cannot escape\tthis container\t...word wrap also works when active so here's " +
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"a long text for testing.\n\nLorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod " +
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"tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet risus nullam eget felis eget.";
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resizing = false;
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wordWrap = true;
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container = new(25.0f, 25.0f, screenWidth - 50.0f, screenHeight - 250.0f);
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resizer = new(
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container.X + container.Width - 17,
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container.Y + container.Height - 17,
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14,
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14
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);
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lastMouse = new(0.0f, 0.0f); // Stores last mouse coordinates
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borderColor = Color.Maroon; // Container border color
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font = GetFontDefault(); // Get default system font
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KeyboardKey.Space))
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{
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wordWrap = !wordWrap;
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}
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var mouse = GetMousePosition();
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// Check if the mouse is inside the container and toggle border color
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if (CheckCollisionPointRec(mouse, container))
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{
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borderColor = Fade(Color.Maroon, 0.4f);
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}
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else if (!resizing)
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{
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borderColor = Color.Maroon;
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}
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// Container resizing logic
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if (resizing)
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{
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if (IsMouseButtonReleased(MouseButton.Left))
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{
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resizing = false;
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}
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var width = container.Width + (mouse.X - lastMouse.X);
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container.Width = (width > minWidth) ? ((width < maxWidth) ? width : maxWidth) : minWidth;
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var height = container.Height + (mouse.Y - lastMouse.Y);
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container.Height = (height > minHeight) ? ((height < maxHeight) ? height : maxHeight) : minHeight;
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}
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else
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{
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// Check if we're resizing
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if (IsMouseButtonDown(MouseButton.Left) && CheckCollisionPointRec(mouse, resizer))
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{
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resizing = true;
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}
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}
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// Move resizer rectangle properly
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resizer.X = container.X + container.Width - 17;
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resizer.Y = container.Y + container.Height - 17;
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lastMouse = mouse; // Update mouse
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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DrawRectangleLinesEx(container, 3, borderColor); // Draw container border
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// Draw text in container (add some padding)
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DrawTextBoxed(
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font,
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text,
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new Rectangle(container.X + 4, container.Y + 4, container.Width - 4, container.Height - 4),
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20.0f,
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2.0f,
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wordWrap,
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Color.Gray
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);
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DrawRectangleRec(resizer, borderColor); // Draw the resize box
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// Draw bottom info
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DrawRectangle(0, screenHeight - 54, screenWidth, 54, Color.Gray);
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DrawRectangleRec(new Rectangle(382, screenHeight - 34, 12, 12), Color.Maroon);
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DrawText("Word Wrap: ", 313, screenHeight - 115, 20, Color.Black);
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if (wordWrap)
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{
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DrawText("ON", 447, screenHeight - 115, 20, Color.Red);
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}
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else
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{
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DrawText("OFF", 447, screenHeight - 115, 20, Color.Black);
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}
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DrawText("Press [SPACE] to toggle word wrap", 218, screenHeight - 86, 20, Color.Gray);
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DrawText("Click hold & drag the to resize the container", 155, screenHeight - 38, 20, Color.RayWhite);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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}
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// Draw text using font inside rectangle limits
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private static void DrawTextBoxed(
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Font font,
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string text,
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Rectangle rec,
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float fontSize,
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float spacing,
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bool wordWrap,
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Color tint
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)
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{
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DrawTextBoxedSelectable(font, text, rec, fontSize, spacing, wordWrap, tint, 0, 0, Color.White, Color.White);
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}
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// Draw text using font inside rectangle limits with support for text selection
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private static unsafe void DrawTextBoxedSelectable(
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Font font,
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string text,
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Rectangle rec,
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float fontSize,
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float spacing,
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bool wordWrap,
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Color tint,
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int selectStart,
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int selectLength,
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Color selectTint,
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Color selectBackTint
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)
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{
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var length = text.Length;
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// Offset between lines (on line break '\n')
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float textOffsetY = 0;
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// Offset X to next character to draw
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var textOffsetX = 0.0f;
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// Character rectangle scaling factor
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var scaleFactor = fontSize / (float)font.BaseSize;
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// Word/character wrapping mechanism variables
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var shouldMeasure = wordWrap;
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// Index where to begin drawing (where a line begins)
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var startLine = -1;
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// Index where to stop drawing (where a line ends)
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var endLine = -1;
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// Holds last value of the character position
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var lastk = -1;
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using var textNative = new Utf8Buffer(text);
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for (int i = 0, k = 0; i < length; i++, k++)
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{
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// Get next codepoint from byte string and glyph index in font
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var codepointByteCount = 0;
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var codepoint = GetCodepoint(&textNative.AsPointer()[i], &codepointByteCount);
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var index = GetGlyphIndex(font, codepoint);
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// NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
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// but we need to draw all of the bad bytes using the '?' symbol moving one byte
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if (codepoint == 0x3f)
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{
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codepointByteCount = 1;
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}
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i += (codepointByteCount - 1);
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float glyphWidth = 0;
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if (codepoint != '\n')
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{
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glyphWidth = (font.Glyphs[index].AdvanceX == 0) ?
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font.Recs[index].Width * scaleFactor :
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font.Glyphs[index].AdvanceX * scaleFactor;
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if (i + 1 < length)
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{
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glyphWidth = glyphWidth + spacing;
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}
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}
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// NOTE: When wordWrap is ON we first measure how much of the text we can draw before going outside of
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// the rec container. We store this info in startLine and endLine, then we change states, draw the text
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// between those two variables and change states again and again recursively until the end of the text
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// (or until we get outside of the container). When wordWrap is OFF we don't need the measure state so
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// we go to the drawing state immediately and begin drawing on the next line before we can get outside
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// the container.
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if (shouldMeasure)
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{
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// TODO: There are multiple types of spaces in UNICODE, maybe it's a good idea to add support for
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// more. Ref: http://jkorpela.fi/chars/spaces.html
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if ((codepoint == ' ') || (codepoint == '\t') || (codepoint == '\n'))
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{
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endLine = i;
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}
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if ((textOffsetX + glyphWidth) > rec.Width)
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{
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endLine = (endLine < 1) ? i : endLine;
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if (i == endLine)
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{
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endLine -= codepointByteCount;
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}
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if ((startLine + codepointByteCount) == endLine)
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{
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endLine = (i - codepointByteCount);
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}
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shouldMeasure = !shouldMeasure;
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}
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else if ((i + 1) == length)
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{
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endLine = i;
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shouldMeasure = !shouldMeasure;
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}
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else if (codepoint == '\n')
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{
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shouldMeasure = !shouldMeasure;
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}
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if (!shouldMeasure)
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{
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textOffsetX = 0;
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i = startLine;
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glyphWidth = 0;
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// Save character position when we switch states
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var tmp = lastk;
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lastk = k - 1;
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k = tmp;
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}
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}
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else
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{
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if (codepoint == '\n')
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{
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if (!wordWrap)
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{
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textOffsetY += (font.BaseSize + font.BaseSize / 2) * scaleFactor;
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textOffsetX = 0;
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}
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}
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else
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{
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if (!wordWrap && ((textOffsetX + glyphWidth) > rec.Width))
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{
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textOffsetY += (font.BaseSize + font.BaseSize / 2) * scaleFactor;
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textOffsetX = 0;
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}
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// When text overflows rectangle height limit, just stop drawing
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if ((textOffsetY + font.BaseSize * scaleFactor) > rec.Height)
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{
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break;
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}
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// Draw selection background
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var isGlyphSelected = false;
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if ((selectStart >= 0) && (k >= selectStart) && (k < (selectStart + selectLength)))
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{
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DrawRectangleRec(
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new Rectangle(
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rec.X + textOffsetX - 1,
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rec.Y + textOffsetY,
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glyphWidth,
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(float)font.BaseSize * scaleFactor
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),
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selectBackTint
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);
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isGlyphSelected = true;
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}
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// Draw current character glyph
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if ((codepoint != ' ') && (codepoint != '\t'))
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{
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DrawTextCodepoint(
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font,
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codepoint,
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new Vector2(rec.X + textOffsetX, rec.Y + textOffsetY),
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fontSize,
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isGlyphSelected ? selectTint : tint
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);
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}
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}
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if (wordWrap && (i == endLine))
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{
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textOffsetY += (font.BaseSize + font.BaseSize / 2) * scaleFactor;
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textOffsetX = 0;
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startLine = endLine;
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endLine = -1;
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glyphWidth = 0;
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selectStart += lastk - k;
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k = lastk;
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shouldMeasure = !shouldMeasure;
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}
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}
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if ((textOffsetX != 0) || (codepoint != ' '))
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{
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// avoid leading spaces
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textOffsetX += glyphWidth;
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}
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}
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [text] example - rectangle bounds");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new RectangleBounds();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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