Merge branch 'master' into master
This commit is contained in:
commit
0842aabe5c
10 changed files with 2557 additions and 769 deletions
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [text] example - Codepoints loading
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* raylib [text] example - text codepoints loading
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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@ -39,7 +39,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [text] example - codepoints loading");
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// Convert each utf-8 character into its
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// corresponding codepoint in the font file.
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// corresponding codepoint in the font file
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int codepointCount = 0;
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int *codepoints = LoadCodepoints(text, &codepointCount);
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@ -1,18 +1,18 @@
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/*******************************************************************************************
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*
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* raylib [text] example - Draw 3d
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* raylib [text] example - drawing 3d text
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* NOTE: Draw a 2D text in 3D space, each letter is drawn in a quad (or 2 quads if backface is set)
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* where the texture coodinates of each quad map to the texture coordinates of the glyphs
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* inside the font texture.
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* inside the font texture
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*
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* A more efficient approach, i believe, would be to render the text in a render texture and
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* map that texture to a plane and render that, or maybe a shader but my method allows more
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* flexibility...for example to change position of each letter individually to make somethink
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* like a wavy text effect.
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*
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* like a wavy text effect
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*
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* Special thanks to:
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* @Nighten for the DrawTextStyle() code https://github.com/NightenDushi/Raylib_DrawTextStyle
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* Chris Camacho (codifies - http://bedroomcoders.co.uk/) for the alpha discard shader
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@ -71,7 +71,7 @@ static void DrawText3D(Font font, const char *text, Vector3 position, float font
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// Draw a 2D text in 3D space and wave the parts that start with '~~' and end with '~~'
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// This is a modified version of the original code by @Nighten found here https://github.com/NightenDushi/Raylib_DrawTextStyle
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static void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, WaveTextConfig *config, float time, Color tint);
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// Measure a text in 3D ignoring the `~~` chars.
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// Measure a text in 3D ignoring the `~~` chars
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static Vector3 MeasureTextWave3D(Font font, const char *text, float fontSize, float fontSpacing, float lineSpacing);
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// Generates a nice color with a random hue
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static Color GenerateRandomColor(float s, float v);
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@ -151,7 +151,7 @@ int main(void)
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screenHeight = GetScreenHeight();
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}
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UpdateCamera(&camera, camera_mode);
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// Handle font files dropped
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if (IsFileDropped())
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{
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@ -169,7 +169,7 @@ int main(void)
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font = LoadFont(droppedFiles.paths[0]);
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fontSize = (float)font.baseSize;
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}
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UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
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}
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@ -567,7 +567,7 @@ static void DrawText3D(Font font, const char *text, Vector3 position, float font
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}
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}
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// Draw a 2D text in 3D space and wave the parts that start with `~~` and end with `~~`.
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// Draw a 2D text in 3D space and wave the parts that start with `~~` and end with `~~`
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// This is a modified version of the original code by @Nighten found here https://github.com/NightenDushi/Raylib_DrawTextStyle
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static void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, WaveTextConfig* config, float time, Color tint)
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{
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@ -630,7 +630,7 @@ static void DrawTextWave3D(Font font, const char *text, Vector3 position, float
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}
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}
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// Measure a text in 3D ignoring the `~~` chars.
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// Measure a text in 3D ignoring the `~~` chars
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static Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing)
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{
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int len = TextLength(text);
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [text] example - Font filters
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* raylib [text] example - font texture filters
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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@ -94,7 +94,7 @@ int main(void)
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UnloadFont(font);
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font = LoadFontEx(droppedFiles.paths[0], (int)fontSize, 0, 0);
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}
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UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
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}
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//----------------------------------------------------------------------------------
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [text] example - Font SDF loading
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* raylib [text] example - font SDF loading
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [text] example - Sprite font loading
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* raylib [text] example - sprite font loading
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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@ -12,7 +12,7 @@
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* - Rectangles must be defined by a MAGENTA color background
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*
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* Following those constraints, a font can be provided just by an image,
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* this is quite handy to avoid additional font descriptor files (like BMFonts use).
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* this is quite handy to avoid additional font descriptor files (like BMFonts use)
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*
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* Example originally created with raylib 1.0, last time updated with raylib 1.0
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*
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [text] example - Text formatting
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* raylib [text] example - text formating
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [text] example - Input Box
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* raylib [text] example - text input box
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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@ -63,7 +63,7 @@ int main(void)
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if ((key >= 32) && (key <= 125) && (letterCount < MAX_INPUT_CHARS))
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{
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name[letterCount] = (char)key;
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name[letterCount+1] = '\0'; // Add null terminator at the end of the string.
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name[letterCount+1] = '\0'; // Add null terminator at the end of the string
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letterCount++;
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}
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [text] example - Rectangle bounds
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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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@ -179,9 +179,9 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
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// NOTE: When wordWrap is ON we first measure how much of the text we can draw before going outside of the rec container
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// We store this info in startLine and endLine, then we change states, draw the text between those two variables
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// and change states again and again recursively until the end of the text (or until we get outside of the container).
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// and change states again and again recursively until the end of the text (or until we get outside of the container)
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// When wordWrap is OFF we don't need the measure state so we go to the drawing state immediately
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// and begin drawing on the next line before we can get outside the container.
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// and begin drawing on the next line before we can get outside the container
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if (state == MEASURE_STATE)
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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 more
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [text] example - Unicode
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* raylib [text] example - unicode text drawing
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*
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* Example complexity rating: [★★★★] 4/4
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*
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@ -284,7 +284,7 @@ int main(void)
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int length = GetCodepointCount(messages[message].text);
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const char *info = TextFormat("%s %u characters %i bytes", messages[message].language, length, size);
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sz = MeasureTextEx(GetFontDefault(), info, 10, 1.0f);
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DrawText(info, (int)(textRect.x + textRect.width - sz.x), (int)(msgRect.y + msgRect.height - sz.y - 2), 10, RAYWHITE);
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}
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//------------------------------------------------------------------------------
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@ -378,9 +378,9 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
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// NOTE: When wordWrap is ON we first measure how much of the text we can draw before going outside of the rec container
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// We store this info in startLine and endLine, then we change states, draw the text between those two variables
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// and change states again and again recursively until the end of the text (or until we get outside of the container).
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// and change states again and again recursively until the end of the text (or until we get outside of the container)
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// When wordWrap is OFF we don't need the measure state so we go to the drawing state immediately
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// and begin drawing on the next line before we can get outside the container.
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// and begin drawing on the next line before we can get outside the container
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if (state == MEASURE_STATE)
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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 more
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/*******************************************************************************************
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*
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* raylib [text] example - Text Writing Animation
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* raylib [text] example - text writing animation
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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