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subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
264 lines
12 KiB
C
264 lines
12 KiB
C
/*******************************************************************************************
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*
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* raylib [text] example - Draw text inside a rectangle
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*
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* This example has been created using raylib 2.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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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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* Copyright (c) 2018 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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static void DrawTextBoxed(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
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static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
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// Main entry point
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [text] example - draw text inside a rectangle");
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const char 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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bool resizing = false;
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bool wordWrap = true;
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Rectangle container = { 25.0f, 25.0f, screenWidth - 50.0f, screenHeight - 250.0f };
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Rectangle resizer = { container.x + container.width - 17, container.y + container.height - 17, 14, 14 };
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// Minimum width and heigh for the container rectangle
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const float minWidth = 60;
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const float minHeight = 60;
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const float maxWidth = screenWidth - 50.0f;
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const float maxHeight = screenHeight - 160.0f;
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Vector2 lastMouse = { 0.0f, 0.0f }; // Stores last mouse coordinates
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Color borderColor = MAROON; // Container border color
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Font font = GetFontDefault(); // Get default system font
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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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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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_SPACE)) wordWrap = !wordWrap;
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Vector2 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)) borderColor = Fade(MAROON, 0.4f);
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else if (!resizing) borderColor = MAROON;
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// Container resizing logic
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if (resizing)
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{
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if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) resizing = false;
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float width = container.width + (mouse.x - lastMouse.x);
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container.width = (width > minWidth)? ((width < maxWidth)? width : maxWidth) : minWidth;
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float 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(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mouse, resizer)) resizing = true;
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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(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(font, text, (Rectangle){ container.x + 4, container.y + 4, container.width - 4, container.height - 4 }, 20.0f, 2.0f, wordWrap, GRAY);
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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, GRAY);
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DrawRectangleRec((Rectangle){ 382.0f, screenHeight - 34.0f, 12.0f, 12.0f }, MAROON);
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DrawText("Word Wrap: ", 313, screenHeight-115, 20, BLACK);
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if (wordWrap) DrawText("ON", 447, screenHeight - 115, 20, RED);
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else DrawText("OFF", 447, screenHeight - 115, 20, BLACK);
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DrawText("Press [SPACE] to toggle word wrap", 218, screenHeight - 86, 20, GRAY);
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DrawText("Click hold & drag the to resize the container", 155, screenHeight - 38, 20, RAYWHITE);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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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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// Module functions definition
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//--------------------------------------------------------------------------------------
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// Draw text using font inside rectangle limits
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static void DrawTextBoxed(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint)
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{
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DrawTextBoxedSelectable(font, text, rec, fontSize, spacing, wordWrap, tint, 0, 0, WHITE, 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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static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint)
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{
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int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop
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float textOffsetY = 0; // Offset between lines (on line break '\n')
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float textOffsetX = 0.0f; // Offset X to next character to draw
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float scaleFactor = fontSize/(float)font.baseSize; // Character rectangle scaling factor
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// Word/character wrapping mechanism variables
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enum { MEASURE_STATE = 0, DRAW_STATE = 1 };
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int state = wordWrap? MEASURE_STATE : DRAW_STATE;
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int startLine = -1; // Index where to begin drawing (where a line begins)
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int endLine = -1; // Index where to stop drawing (where a line ends)
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int lastk = -1; // Holds last value of the character position
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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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int codepointByteCount = 0;
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int codepoint = GetCodepoint(&text[i], &codepointByteCount);
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int 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) codepointByteCount = 1;
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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) ? font.recs[index].width*scaleFactor : font.glyphs[index].advanceX*scaleFactor;
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if (i + 1 < length) glyphWidth = glyphWidth + spacing;
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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 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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// 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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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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// Ref: http://jkorpela.fi/chars/spaces.html
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if ((codepoint == ' ') || (codepoint == '\t') || (codepoint == '\n')) endLine = i;
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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) endLine -= codepointByteCount;
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if ((startLine + codepointByteCount) == endLine) endLine = (i - codepointByteCount);
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state = !state;
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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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state = !state;
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}
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else if (codepoint == '\n') state = !state;
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if (state == DRAW_STATE)
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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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int 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) break;
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// Draw selection background
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bool isGlyphSelected = false;
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if ((selectStart >= 0) && (k >= selectStart) && (k < (selectStart + selectLength)))
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{
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DrawRectangleRec((Rectangle){ rec.x + textOffsetX - 1, rec.y + textOffsetY, glyphWidth, (float)font.baseSize*scaleFactor }, selectBackTint);
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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(font, codepoint, (Vector2){ rec.x + textOffsetX, rec.y + textOffsetY }, fontSize, isGlyphSelected? selectTint : tint);
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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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state = !state;
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}
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}
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textOffsetX += glyphWidth;
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}
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} |