Remove trail spaces

This commit is contained in:
Ray 2021-04-22 18:55:24 +02:00
parent f92ee46d86
commit dcf52c132f
61 changed files with 565 additions and 565 deletions

View file

@ -3,17 +3,17 @@
* raylib [text] example - Draw 2D text in 3D
*
* Draw a 2D text in 3D space, each letter is drawn in a quad (or 2 quads if backface is set)
* where the texture coodinates of each quad map to the texture coordinates of the glyphs
* inside the font texture.
* A more efficient approach, i believe, would be to render the text in a render texture and
* map that texture to a plane and render that, or maybe a shader but my method allows more
* flexibility...for example to change position of each letter individually to make somethink
* where the texture coodinates of each quad map to the texture coordinates of the glyphs
* inside the font texture.
* A more efficient approach, i believe, would be to render the text in a render texture and
* map that texture to a plane and render that, or maybe a shader but my method allows more
* flexibility...for example to change position of each letter individually to make somethink
* like a wavy text effect.
*
* Special thanks to:
* Special thanks to:
* @Nighten for the DrawTextStyle() code https://github.com/NightenDushi/Raylib_DrawTextStyle
* Chris Camacho (codifies - http://bedroomcoders.co.uk/) for the alpha discard shader
*
*
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
@ -26,7 +26,7 @@
#include "raylib.h"
#include "rlgl.h"
#include <stddef.h> // Required for: NULL
#include <stddef.h> // Required for: NULL
#include <math.h> // Required for: sinf()
// To make it work with the older RLGL module just comment the line below
@ -80,13 +80,13 @@ int main(void)
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT|FLAG_VSYNC_HINT);
InitWindow(screenWidth, screenHeight, "raylib [text] example - draw 2D text in 3D");
bool spin = true; // Spin the camera?
bool multicolor = false; // Multicolor mode
// Define the camera to look into our 3d world
Camera3D camera = { 0 };
camera.position = (Vector3){ -10.0f, 15.0f, -10.0f }; // Camera position
@ -94,41 +94,41 @@ int main(void)
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
SetCameraMode(camera, CAMERA_ORBITAL);
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
// Use the default font
Font font = GetFontDefault();
float fontSize = 8.0f;
float fontSpacing = 0.5f;
float lineSpacing = -1.0f;
// Set the text (using markdown!)
char text[64] = "Hello ~~World~~ in 3D!";
Vector3 tbox = {0};
int layers = 1;
int quads = 0;
float layerDistance = 0.01f;
WaveTextConfig wcfg;
wcfg.waveSpeed.x = wcfg.waveSpeed.y = 3.0f; wcfg.waveSpeed.z = 0.5f;
wcfg.waveOffset.x = wcfg.waveOffset.y = wcfg.waveOffset.z = 0.35f;
wcfg.waveRange.x = wcfg.waveRange.y = wcfg.waveRange.z = 0.45f;
float time = 0.0f;
// Setup a light and dark color
Color light = MAROON;
Color dark = RED;
// Load the alpha discard shader
Shader alphaDiscard = LoadShader(NULL, "resources/shaders/glsl330/alpha_discard.fs");
// Array filled with multiple random colors (when multicolor mode is set)
Color multi[TEXT_MAX_LAYERS] = {0};
//--------------------------------------------------------------------------------------
@ -150,7 +150,7 @@ int main(void)
UnloadFont(font);
font = LoadFontEx(droppedFiles[0], fontSize, 0, 0);
}
else if (IsFileExtension(droppedFiles[0], ".fnt"))
else if (IsFileExtension(droppedFiles[0], ".fnt"))
{
UnloadFont(font);
font = LoadFont(droppedFiles[0]);
@ -158,33 +158,33 @@ int main(void)
}
ClearDroppedFiles();
}
// Handle Events
if (IsKeyPressed(KEY_F1)) SHOW_LETTER_BOUNDRY = !SHOW_LETTER_BOUNDRY;
if (IsKeyPressed(KEY_F2)) SHOW_TEXT_BOUNDRY = !SHOW_TEXT_BOUNDRY;
if (IsKeyPressed(KEY_F3))
{
if (IsKeyPressed(KEY_F3))
{
// Handle camera change
spin = !spin;
spin = !spin;
// we need to reset the camera when changing modes
camera = (Camera3D){ 0 };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
if (spin)
if (spin)
{
camera.position = (Vector3){ -10.0f, 15.0f, -10.0f }; // Camera position
SetCameraMode(camera, CAMERA_ORBITAL);
}
else
{
else
{
camera.position = (Vector3){ 10.0f, 10.0f, -10.0f }; // Camera position
SetCameraMode(camera, CAMERA_FREE);
}
}
// Handle clicking the cube
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
@ -194,18 +194,18 @@ int main(void)
bool collision = CheckCollisionRayBox(ray,
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
if (collision)
if (collision)
{
// Generate new random colors
light = GenerateRandomColor(0.5f, 0.78f);
dark = GenerateRandomColor(0.4f, 0.58f);
}
}
// Handle text layers changes
if (IsKeyPressed(KEY_HOME)) { if (layers > 1) --layers; }
else if (IsKeyPressed(KEY_END)) { if (layers < TEXT_MAX_LAYERS) ++layers; }
// Handle text changes
if (IsKeyPressed(KEY_LEFT)) fontSize -= 0.5f;
else if (IsKeyPressed(KEY_RIGHT)) fontSize += 0.5f;
@ -215,53 +215,53 @@ int main(void)
else if (IsKeyPressed(KEY_PAGE_DOWN)) lineSpacing += 0.1f;
else if (IsKeyDown(KEY_INSERT)) layerDistance -= 0.001f;
else if (IsKeyDown(KEY_DELETE)) layerDistance += 0.001f;
else if (IsKeyPressed(KEY_TAB))
else if (IsKeyPressed(KEY_TAB))
{
multicolor = !multicolor; // Enable /disable multicolor mode
if (multicolor)
if (multicolor)
{
// Fill color array with random colors
for (int i = 0; i < TEXT_MAX_LAYERS; ++i)
for (int i = 0; i < TEXT_MAX_LAYERS; ++i)
{
multi[i] = GenerateRandomColor(0.5f, 0.8f);
multi[i].a = GetRandomValue(0, 255);
}
}
}
// Handle text input
int ch = GetCharPressed();
if (IsKeyPressed(KEY_BACKSPACE))
if (IsKeyPressed(KEY_BACKSPACE))
{
// Remove last char
int len = TextLength(text);
if (len > 0) text[len - 1] = '\0';
}
else if (IsKeyPressed(KEY_ENTER))
}
else if (IsKeyPressed(KEY_ENTER))
{
// handle newline
int len = TextLength(text);
if (len < sizeof(text) - 1)
{
text[len] = '\n';
text[len] = '\n';
text[len+1] ='\0';
}
}
}
else
{
// append only printable chars
int len = TextLength(text);
if (len < sizeof(text) - 1)
{
text[len] = ch;
text[len] = ch;
text[len+1] ='\0';
}
}
// Measure 3D text so we can center it
tbox = MeasureTextWave3D(font, text, fontSize, fontSpacing, lineSpacing);
UpdateCamera(&camera); // Update camera
quads = 0; // Reset quad counter
time += GetFrameTime(); // Update timer needed by `DrawTextWave3D()`
@ -272,37 +272,37 @@ int main(void)
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawCubeV(cubePosition, cubeSize, dark);
DrawCubeWires(cubePosition, 2.1f, 2.1f, 2.1f, light);
DrawGrid(10, 2.0f);
// Use a shader to handle the depth buffer issue with transparent textures
// NOTE: more info at https://bedroomcoders.co.uk/raylib-billboards-advanced-use/
BeginShaderMode(alphaDiscard);
// Draw the 3D text above the red cube
rlPushMatrix();
rlRotatef(90.0f, 1.0f, 0.0f, 0.0f);
rlRotatef(90.0f, 0.0f, 0.0f, -1.0f);
for (int i = 0; i < layers; ++i)
for (int i = 0; i < layers; ++i)
{
Color clr = light;
if(multicolor) clr = multi[i];
DrawTextWave3D(font, text, (Vector3){ -tbox.x/2.0f, layerDistance*i, -4.5f }, fontSize, fontSpacing, lineSpacing, true, &wcfg, time, clr);
}
// Draw the text boundry if set
if (SHOW_TEXT_BOUNDRY) DrawCubeWiresV((Vector3){ 0.0f, 0.0f, -4.5f + tbox.z/2 }, tbox, dark);
rlPopMatrix();
// Don't draw the letter boundries for the 3D text below
bool slb = SHOW_LETTER_BOUNDRY;
SHOW_LETTER_BOUNDRY = false;
// Draw 3D options (use default font)
//-------------------------------------------------------------------------
rlPushMatrix();
@ -313,35 +313,35 @@ int main(void)
Vector3 pos = { -m.x/2.0f, 0.01f, 2.0f};
DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
pos.z += 0.5f + m.z;
opt = (char *)TextFormat("< SPACING: %2.1f >", fontSpacing);
quads += TextLength(opt);
m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
pos.x = -m.x/2.0f;
DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
pos.z += 0.5f + m.z;
opt = (char *)TextFormat("< LINE: %2.1f >", lineSpacing);
quads += TextLength(opt);
m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
pos.x = -m.x/2.0f;
DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
pos.z += 1.0f + m.z;
opt = (char *)TextFormat("< LBOX: %3s >", slb? "ON" : "OFF");
quads += TextLength(opt);
m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
pos.x = -m.x/2.0f;
DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, RED);
pos.z += 0.5f + m.z;
opt = (char *)TextFormat("< TBOX: %3s >", SHOW_TEXT_BOUNDRY? "ON" : "OFF");
quads += TextLength(opt);
m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
pos.x = -m.x/2.0f;
DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, RED);
pos.z += 0.5f + m.z;
opt = (char *)TextFormat("< LAYER DISTANCE: %.3f >", layerDistance);
quads += TextLength(opt);
m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
@ -349,7 +349,7 @@ int main(void)
DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, DARKPURPLE);
rlPopMatrix();
//-------------------------------------------------------------------------
// Draw 3D info text (use default font)
//-------------------------------------------------------------------------
opt = "All the text displayed here is in 3D";
@ -358,74 +358,74 @@ int main(void)
pos = (Vector3){-m.x/2.0f, 0.01f, 2.0f};
DrawText3D(GetFontDefault(), opt, pos, 10.0f, 0.5f, 0.0f, false, DARKBLUE);
pos.z += 1.5f + m.z;
opt = "press [Left]/[Right] to change the font size";
quads += 44;
m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
pos.x = -m.x/2.0f;
DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
pos.z += 0.5f + m.z;
opt = "press [Up]/[Down] to change the font spacing";
quads += 44;
m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
pos.x = -m.x/2.0f;
DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
pos.z += 0.5f + m.z;
opt = "press [PgUp]/[PgDown] to change the line spacing";
quads += 48;
m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
pos.x = -m.x/2.0f;
DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
pos.z += 0.5f + m.z;
opt = "press [F1] to toggle the letter boundry";
quads += 39;
m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
pos.x = -m.x/2.0f;
DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
pos.z += 0.5f + m.z;
opt = "press [F2] to toggle the text boundry";
quads += 37;
m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
pos.x = -m.x/2.0f;
DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
//-------------------------------------------------------------------------
SHOW_LETTER_BOUNDRY = slb;
EndShaderMode();
EndMode3D();
// Draw 2D info text & stats
//-------------------------------------------------------------------------
DrawText("Drag & drop a font file to change the font!\nType something, see what happens!\n\n"
"Press [F3] to toggle the camera", 10, 35, 10, BLACK);
quads += TextLength(text)*2*layers;
char *tmp = (char *)TextFormat("%2i layer(s) | %s camera | %4i quads (%4i verts)", layers, spin? "ORBITAL" : "FREE", quads, quads*4);
int width = MeasureText(tmp, 10);
DrawText(tmp, screenWidth - 20 - width, 10, 10, DARKGREEN);
tmp = "[Home]/[End] to add/remove 3D text layers";
width = MeasureText(tmp, 10);
DrawText(tmp, screenWidth - 20 - width, 25, 10, DARKGRAY);
tmp = "[Insert]/[Delete] to increase/decrease distance between layers";
width = MeasureText(tmp, 10);
DrawText(tmp, screenWidth - 20 - width, 40, 10, DARKGRAY);
tmp = "click the [CUBE] for a random color";
width = MeasureText(tmp, 10);
DrawText(tmp, screenWidth - 20 - width, 55, 10, DARKGRAY);
tmp = "[Tab] to toggle multicolor mode";
width = MeasureText(tmp, 10);
DrawText(tmp, screenWidth - 20 - width, 70, 10, DARKGRAY);
//-------------------------------------------------------------------------
DrawFPS(10, 10);
EndDrawing();
@ -461,22 +461,22 @@ void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontS
// NOTE: We consider chars padding when drawing, it could be required for outline/glow shader effects
Rectangle srcRec = { font.recs[index].x - (float)font.charsPadding, font.recs[index].y - (float)font.charsPadding,
font.recs[index].width + 2.0f*font.charsPadding, font.recs[index].height + 2.0f*font.charsPadding };
float width = (float)(font.recs[index].width + 2.0f*font.charsPadding)/(float)font.baseSize*scale;
float height = (float)(font.recs[index].height + 2.0f*font.charsPadding)/(float)font.baseSize*scale;
if(font.texture.id > 0)
{
const float x = 0.0f;
const float y = 0.0f;
const float z = 0.0f;
// normalized texture coordinates of the glyph inside the font texture (0.0f -> 1.0f)
const float tx = srcRec.x/font.texture.width;
const float ty = srcRec.y/font.texture.height;
const float tw = (srcRec.x+srcRec.width)/font.texture.width;
const float th = (srcRec.y+srcRec.height)/font.texture.height;
if(SHOW_LETTER_BOUNDRY)
DrawCubeWiresV((Vector3){ position.x + width/2, position.y, position.z + height/2}, (Vector3){ width, LETTER_BOUNDRY_SIZE, height }, LETTER_BOUNDRY_COLOR);
@ -489,17 +489,17 @@ void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontS
#endif
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
// Front Face
rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
rlTexCoord2f(tx, ty); rlVertex3f(x, y, z); // Top Left Of The Texture and Quad
rlTexCoord2f(tx, th); rlVertex3f(x, y, z + height); // Bottom Left Of The Texture and Quad
rlTexCoord2f(tw, th); rlVertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad
rlTexCoord2f(tw, ty); rlVertex3f(x + width, y, z); // Top Right Of The Texture and Quad
if (backface)
{
// Back Face
@ -526,9 +526,9 @@ void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, f
float textOffsetY = 0.0f; // Offset between lines (on line break '\n')
float textOffsetX = 0.0f; // Offset X to next character to draw
float scale = fontSize/(float)font.baseSize;
for (int i = 0; i < length;)
{
// Get next codepoint from byte string and glyph index in font
@ -562,12 +562,12 @@ void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, f
}
}
Vector3 MeasureText3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing)
Vector3 MeasureText3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing)
{
int len = TextLength(text);
int tempLen = 0; // Used to count longer text line num chars
int lenCounter = 0;
float tempTextWidth = 0.0f; // Used to count longer text line width
float scale = fontSize/(float)font.baseSize;
@ -623,9 +623,9 @@ void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSiz
float textOffsetY = 0.0f; // Offset between lines (on line break '\n')
float textOffsetX = 0.0f; // Offset X to next character to draw
float scale = fontSize/(float)font.baseSize;
bool wave = false;
for (int i = 0, k = 0; i < length; ++k)
@ -649,7 +649,7 @@ void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSiz
}
else if (codepoint == '~')
{
if (GetNextCodepoint(&text[i+1], &codepointByteCount) == '~')
if (GetNextCodepoint(&text[i+1], &codepointByteCount) == '~')
{
codepointByteCount += 1;
wave = !wave;
@ -666,7 +666,7 @@ void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSiz
pos.y += sinf(time*config->waveSpeed.y-k*config->waveOffset.y)*config->waveRange.y;
pos.z += sinf(time*config->waveSpeed.z-k*config->waveOffset.z)*config->waveRange.z;
}
DrawTextCodepoint3D(font, codepoint, (Vector3){ pos.x + textOffsetX, pos.y, pos.z + textOffsetY }, fontSize, backface, tint);
}
@ -678,12 +678,12 @@ void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSiz
}
}
Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing)
Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing)
{
int len = TextLength(text);
int tempLen = 0; // Used to count longer text line num chars
int lenCounter = 0;
float tempTextWidth = 0.0f; // Used to count longer text line width
float scale = fontSize/(float)font.baseSize;

View file

@ -9,7 +9,7 @@
* - BMFonts > Angel code font fileformat, sprite font image must be provided
* together with the .fnt file, font generation cna not be configured
* - XNA Spritefont > Sprite font image, following XNA Spritefont conventions,
* Characters in image must follow some spacing and order rules
* Characters in image must follow some spacing and order rules
*
* This example has been created using raylib 2.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)

View file

@ -31,7 +31,7 @@ int main(void)
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
const char msg[50] = "Signed Distance Fields";
// Loading file to memory
unsigned int fileSize = 0;
unsigned char *fileData = LoadFileData("resources/anonymous_pro_bold.ttf", &fileSize);
@ -40,7 +40,7 @@ int main(void)
Font fontDefault = { 0 };
fontDefault.baseSize = 16;
fontDefault.charsCount = 95;
// Loading font data from memory data
// Parameters > font size: 16, no chars array provided (0), chars count: 95 (autogenerate chars array)
fontDefault.chars = LoadFontData(fileData, fileSize, 16, 0, 95, FONT_DEFAULT);
@ -59,7 +59,7 @@ int main(void)
atlas = GenImageFontAtlas(fontSDF.chars, &fontSDF.recs, 95, 16, 0, 1);
fontSDF.texture = LoadTextureFromImage(atlas);
UnloadImage(atlas);
UnloadFileData(fileData); // Free memory from loaded file
// Load SDF required shader (we use default vertex shader)
@ -70,7 +70,7 @@ int main(void)
Vector2 textSize = { 0.0f, 0.0f };
float fontSize = 16.0f;
int currentFont = 0; // 0 - fontDefault, 1 - fontSDF
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

View file

@ -8,8 +8,8 @@
* - Every character and every line must be separated the same distance
* - Rectangles must be defined by a MAGENTA color background
*
* If following this constraints, a font can be provided just by an image,
* this is quite handy to avoid additional information files (like BMFonts use).
* If following this constraints, a font can be provided just by an image,
* this is quite handy to avoid additional information files (like BMFonts use).
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)

View file

@ -58,7 +58,7 @@ int main(void)
name[letterCount] = (char)key;
letterCount++;
}
key = GetCharPressed(); // Check next character in the queue
}

View file

@ -62,7 +62,7 @@ int main(void)
positions[7].y -= 8;
Color colors[MAX_FONTS] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

View file

@ -100,15 +100,15 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
// Draw bottom info
DrawRectangle(0, screenHeight - 54, screenWidth, 54, GRAY);
DrawRectangleRec((Rectangle){ 382, screenHeight - 34, 12, 12 }, MAROON);
DrawText("Word Wrap: ", 313, screenHeight-115, 20, BLACK);
if (wordWrap) DrawText("ON", 447, screenHeight - 115, 20, RED);
else DrawText("OFF", 447, screenHeight - 115, 20, BLACK);
DrawText("Press [SPACE] to toggle word wrap", 218, screenHeight - 86, 20, GRAY);
DrawText("Click hold & drag the to resize the container", 155, screenHeight - 38, 20, RAYWHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}