/******************************************************************************************* * * raylib [text] example - Rectangle bounds * * Example originally created with raylib 2.5, last time updated with raylib 4.0 * * Example contributed by Vlad Adrian (@demizdor) 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) 2018-2024 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ package main import ( "unicode/utf8" "unsafe" rl "github.com/gen2brain/raylib-go/raylib" ) const ( screenWidth = 800 screenHeight = 450 MeasureState = 0 DrawState = 1 ) func main() { rl.InitWindow(screenWidth, screenHeight, "raylib [text] example - draw text inside a rectangle") text := `Text cannot escape this container ...word wrap also works when active so here's a long text for testing. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet risus nullam eget felis eget.` resizing, wordWrap := false, true container := rl.Rectangle{X: 25.0, Y: 25.0, Width: screenWidth - 50.0, Height: screenHeight - 250.0} resizer := rl.Rectangle{X: container.X + container.Width - 17, Y: container.Y + container.Height - 17, Width: 14, Height: 14} // Minimum width and height for the container rectangle minWidth := float32(60.0) minHeight := float32(60.0) maxWidth := screenWidth - float32(50.0) maxHeight := screenHeight - float32(160.0) lastMouse := rl.Vector2{} // Stores last mouse coordinates borderColor := rl.Maroon // Container border color font := rl.GetFontDefault() // Get default system font rl.SetTargetFPS(60) // Set our game to run at 60 frames-per-second for !rl.WindowShouldClose() { // Detect window close button or ESC key // Update if rl.IsKeyPressed(rl.KeySpace) { wordWrap = !wordWrap } mouse := rl.GetMousePosition() // Check if the mouse is inside the container and toggle border color if rl.CheckCollisionPointRec(mouse, container) { borderColor = rl.Fade(rl.Maroon, 0.4) } else if !resizing { borderColor = rl.Maroon } // Container resizing logic if resizing { if rl.IsMouseButtonReleased(rl.MouseButtonLeft) { resizing = false } width := container.Width + (mouse.X - lastMouse.X) height := container.Height + (mouse.Y - lastMouse.Y) container.Width = rl.Clamp(width, minWidth, maxWidth) container.Height = rl.Clamp(height, minHeight, maxHeight) } else { // Check if we're resizing if rl.IsMouseButtonDown(rl.MouseButtonLeft) && rl.CheckCollisionPointRec(mouse, resizer) { resizing = true } } // Move resizer rectangle properly resizer.X = container.X + container.Width - 17 resizer.Y = container.Y + container.Height - 17 lastMouse = mouse // Update mouse // Draw rl.BeginDrawing() rl.ClearBackground(rl.RayWhite) rl.DrawRectangleLinesEx(container, 3, borderColor) // Draw container border // Draw text in container (add some padding) DrawTextBoxed(font, text, rl.Rectangle{X: container.X + 4, Y: container.Y + 4, Width: container.Width - 4, Height: container.Height - 4}, 20.0, 2.0, wordWrap, rl.Gray) rl.DrawRectangleRec(resizer, borderColor) // Draw the resize box // Draw bottom info rl.DrawRectangle(0, screenHeight-54, screenWidth, 54, rl.Gray) rl.DrawRectangleRec(rl.Rectangle{X: 382.0, Y: screenHeight - 34.0, Width: 12.0, Height: 12.0}, rl.Maroon) rl.DrawText("Word Wrap: ", 313, screenHeight-115, 20, rl.Black) if wordWrap { rl.DrawText("ON", 447, screenHeight-115, 20, rl.Red) } else { rl.DrawText("OFF", 447, screenHeight-115, 20, rl.Black) } rl.DrawText("Press [SPACE] to toggle word wrap", 218, screenHeight-86, 20, rl.Gray) rl.DrawText("Click hold & drag the to resize the container", 155, screenHeight-38, 20, rl.RayWhite) rl.EndDrawing() } // De-Initialization rl.CloseWindow() // Close window and OpenGL context } //-------------------------------------------------------------------------------------- // Module functions definition //-------------------------------------------------------------------------------------- // DrawTextBoxed draws text using font inside rectangle limits func DrawTextBoxed(font rl.Font, text string, rec rl.Rectangle, fontSize, spacing float32, wordWrap bool, tint rl.Color) { DrawTextBoxedSelectable(font, text, rec, fontSize, spacing, wordWrap, tint, 0, 0, rl.White, rl.White) } // DrawTextBoxedSelectable draws text using font inside rectangle limits with support for text selection func DrawTextBoxedSelectable(font rl.Font, text string, rec rl.Rectangle, fontSize, spacing float32, wordWrap bool, tint rl.Color, selectStart, selectLength int32, selectTint, selectBackTint rl.Color) { length := int32(utf8.RuneCountInString(text)) // Total length in bytes of the text, scanned by codepoints in loop // TextOffsetY : Offset between lines (on line break '\n') // TextOffsetX : Offset X to next character to draw var textOffsetY, textOffsetX float32 scaleFactor := fontSize / float32(font.BaseSize) // Character rectangle scaling factor // Word/character wrapping mechanism variables state := DrawState if wordWrap { state = MeasureState } // StartLine : Index where to begin drawing (where a line begins) // EndLine : Index where to stop drawing (where a line ends) // LastK : Holds last value of the character position var startLine, endLine, lastk int32 = -1, -1, -1 for i, k := int32(0), int32(0); i < length; i, k = i+1, k+1 { // Get next codepoint from byte string and glyph index in font codepoint, width := utf8.DecodeRuneInString(text[i:]) codepointByteCount := int32(width) index := rl.GetGlyphIndex(font, codepoint) // NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f) // but we need to draw all the bad bytes using the '?' symbol moving one byte if codepoint == 0x3f { codepointByteCount = 1 } i += codepointByteCount - 1 var glyphWidth float32 if codepoint != '\n' { chars := unsafe.Slice(font.Chars, font.CharsCount) if chars[index].AdvanceX == 0 { glyphWidth = unsafe.Slice(font.Recs, font.CharsCount)[index].Width * scaleFactor } else { glyphWidth = float32(chars[index].AdvanceX) * scaleFactor } if i+1 < length { glyphWidth = glyphWidth + spacing } } // NOTE: When wordWrap is ON we first measure how much of the text we can draw before going outside the rec container // We store this info in startLine and endLine, then we change states, draw the text between those two variables // and change states again and again recursively until the end of the text (or until we get outside the container). // When wordWrap is OFF we don't need the measure state so we go to the drawing state immediately // and begin drawing on the next line before we can get outside the container. if state == MeasureState { // TODO: There are multiple types of spaces in UNICODE, maybe it's a good idea to add support for more // Ref: http://jkorpela.fi/chars/spaces.html if (codepoint == ' ') || (codepoint == '\t') || (codepoint == '\n') { endLine = i } if (textOffsetX + glyphWidth) > rec.Width { if endLine < 1 { endLine = i } if i == endLine { endLine -= codepointByteCount } if (startLine + codepointByteCount) == endLine { endLine = i - codepointByteCount } state = 1 - state // Toggle state between MeasureState and DrawState } else if (i + 1) == length { endLine = i state = 1 - state // Toggle state between MeasureState and DrawState } else if codepoint == '\n' { state = 1 - state // Toggle state between MeasureState and DrawState } if state == DrawState { textOffsetX = 0 i = startLine glyphWidth = 0 // Save character position when we switch states tmp := lastk lastk = k - 1 k = tmp } } else { if codepoint == '\n' { if !wordWrap { textOffsetY += float32(font.BaseSize+font.BaseSize/2) * scaleFactor textOffsetX = 0 } } else { if !wordWrap && ((textOffsetX + glyphWidth) > rec.Width) { textOffsetY += float32(font.BaseSize+font.BaseSize/2) * scaleFactor textOffsetX = 0 } // When text overflows rectangle height limit, just stop drawing if (textOffsetY + float32(font.BaseSize)*scaleFactor) > rec.Height { break } // Draw selection background isGlyphSelected := false if (selectStart >= 0) && (k >= selectStart) && (k < (selectStart + selectLength)) { rl.DrawRectangleRec(rl.Rectangle{X: rec.X + textOffsetX - 1, Y: rec.Y + textOffsetY, Width: glyphWidth, Height: float32(font.BaseSize) * scaleFactor}, selectBackTint) isGlyphSelected = true } // Draw current character glyph if (codepoint != ' ') && (codepoint != '\t') { col := tint if isGlyphSelected { col = selectTint } pos := rl.Vector2{X: rec.X + textOffsetX, Y: rec.Y + textOffsetY} rl.DrawTextEx(font, string(codepoint), pos, fontSize, 0, col) } } if wordWrap && (i == endLine) { textOffsetY += float32(font.BaseSize+font.BaseSize/2) * scaleFactor textOffsetX = 0 startLine = endLine endLine = -1 glyphWidth = 0 selectStart += lastk - k k = lastk state = 1 - state // Toggle state between MeasureState and DrawState } } if (textOffsetX != 0) || (codepoint != ' ') { // avoid leading spaces textOffsetX += glyphWidth } } }