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[examples] Added: `text_strings_management` (#5379)

* new shapes example - penrose tile

* stack cleanup

* proper use of strnlen, strncat and strncpy

* typo correction

* update screenshot of shapes_penrose_tile example

* new example for strings management

* Improved structure for text_strings_management
pull/5356/merge
David Buzatto 15 hours ago
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examples/text/text_strings_management.c View File

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/*******************************************************************************************
*
* raylib [text] example - strings management
*
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
*
* Example contributed by David Buzatto (@davidbuzatto) 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) 2025 David Buzatto (@davidbuzatto)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h>
#define MAX_TEXT_LENGTH 100
#define MAX_TEXT_PARTICLES 100
#define FONT_SIZE 30
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct TextParticle {
char text[MAX_TEXT_LENGTH];
Rectangle rect; // Boundary
Vector2 vel; // Velocity
Vector2 ppos; // Previous position
float padding;
float borderWidth;
float friction;
float elasticity;
Color color;
bool grabbed;
} TextParticle;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void PrepareFirstTextParticle(const char* text, TextParticle *tps, int *particleCount);
TextParticle CreateTextParticle(const char *text, float x, float y, Color color);
void SliceTextParticle(TextParticle *tp, int particlePos, int sliceLength, TextParticle *tps, int *particleCount);
void SliceTextParticleByChar(TextParticle *tp, char charToSlice, TextParticle *tps, int *particleCount);
void ShatterTextParticle(TextParticle *tp, int particlePos, TextParticle *tps, int *particleCount);
void GlueTextParticles(TextParticle *grabbed, TextParticle *target, TextParticle *tps, int *particleCount);
void RealocateTextParticles(TextParticle *tps, int particlePos, int *particleCount);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - strings management");
TextParticle textParticles[MAX_TEXT_PARTICLES] = { 0 };
int particleCount = 0;
TextParticle *grabbedTextParticle = NULL;
Vector2 pressOffset = {0};
PrepareFirstTextParticle("raylib => fun videogames programming!", textParticles, &particleCount);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
float delta = GetFrameTime();
Vector2 mousePos = GetMousePosition();
// Checks if a text particle was grabbed
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
for (int i = particleCount - 1; i >= 0; i--)
{
TextParticle *tp = &textParticles[i];
pressOffset.x = mousePos.x - tp->rect.x;
pressOffset.y = mousePos.y - tp->rect.y;
if (CheckCollisionPointRec(mousePos, tp->rect))
{
tp->grabbed = true;
grabbedTextParticle = tp;
break;
}
}
}
// Releases any text particle the was grabbed
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
{
if (grabbedTextParticle != NULL)
{
grabbedTextParticle->grabbed = false;
grabbedTextParticle = NULL;
}
}
// Slice os shatter a text particle
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
{
for (int i = particleCount - 1; i >= 0; i--)
{
TextParticle *tp = &textParticles[i];
if (CheckCollisionPointRec(mousePos, tp->rect))
{
if (IsKeyDown(KEY_LEFT_SHIFT))
{
ShatterTextParticle(tp, i, textParticles, &particleCount);
}
else
{
SliceTextParticle(tp, i, TextLength(tp->text)/2, textParticles, &particleCount);
}
break;
}
}
}
// Shake text particles
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE))
{
for (int i = 0; i < particleCount; i++)
{
if (!textParticles[i].grabbed) textParticles[i].vel = (Vector2){ GetRandomValue(-2000, 2000), GetRandomValue(-2000, 2000) };
}
}
// Reset using TextTo* functions
if (IsKeyPressed(KEY_ONE)) PrepareFirstTextParticle("raylib => fun videogames programming!", textParticles, &particleCount);
if (IsKeyPressed(KEY_TWO)) PrepareFirstTextParticle(TextToUpper("raylib => fun videogames programming!"), textParticles, &particleCount);
if (IsKeyPressed(KEY_THREE)) PrepareFirstTextParticle(TextToLower("raylib => fun videogames programming!"), textParticles, &particleCount);
if (IsKeyPressed(KEY_FOUR)) PrepareFirstTextParticle(TextToPascal("raylib_fun_videogames_programming"), textParticles, &particleCount);
if (IsKeyPressed(KEY_FIVE)) PrepareFirstTextParticle(TextToSnake("RaylibFunVideogamesProgramming"), textParticles, &particleCount);
if (IsKeyPressed(KEY_SIX)) PrepareFirstTextParticle(TextToCamel("raylib_fun_videogames_programming"), textParticles, &particleCount);
// Slice by char pressed only when we have one text particle
char charPressed = GetCharPressed();
if ((charPressed >= 'A') && (charPressed <= 'z') && (particleCount == 1))
{
SliceTextParticleByChar(&textParticles[0], charPressed, textParticles, &particleCount);
}
// Updates each text particle state
for (int i = 0; i < particleCount; i++)
{
TextParticle *tp = &textParticles[i];
// The text particle is not grabbed
if (!tp->grabbed)
{
// text particle repositioning using the velocity
tp->rect.x += tp->vel.x * delta;
tp->rect.y += tp->vel.y * delta;
// Does the text particle hit the screen right boundary?
if ((tp->rect.x + tp->rect.width) >= screenWidth)
{
tp->rect.x = screenWidth - tp->rect.width; // Text particle repositioning
tp->vel.x = -tp->vel.x*tp->elasticity; // Elasticity makes the text particle lose 10% of its velocity on hit
}
// Does the text particle hit the screen left boundary?
else if (tp->rect.x <= 0)
{
tp->rect.x = 0.0f;
tp->vel.x = -tp->vel.x*tp->elasticity;
}
// The same for y axis
if ((tp->rect.y + tp->rect.height) >= screenHeight)
{
tp->rect.y = screenHeight - tp->rect.height;
tp->vel.y = -tp->vel.y*tp->elasticity;
}
else if (tp->rect.y <= 0)
{
tp->rect.y = 0.0f;
tp->vel.y = -tp->vel.y*tp->elasticity;
}
// Friction makes the text particle lose 1% of its velocity each frame
tp->vel.x = tp->vel.x*tp->friction;
tp->vel.y = tp->vel.y*tp->friction;
}
else
{
// Text particle repositioning using the mouse position
tp->rect.x = mousePos.x - pressOffset.x;
tp->rect.y = mousePos.y - pressOffset.y;
// While the text particle is grabbed, recalculates its velocity
tp->vel.x = (tp->rect.x - tp->ppos.x)/delta;
tp->vel.y = (tp->rect.y - tp->ppos.y)/delta;
tp->ppos.x = tp->rect.x;
tp->ppos.y = tp->rect.y;
// Glue text particles when dragging and pressing left ctrl
if (IsKeyDown(KEY_LEFT_CONTROL))
{
for (int i = 0; i < particleCount; i++)
{
if (&textParticles[i] != grabbedTextParticle && grabbedTextParticle->grabbed)
{
if (CheckCollisionRecs(grabbedTextParticle->rect, textParticles[i].rect))
{
GlueTextParticles(grabbedTextParticle, &textParticles[i], textParticles, &particleCount);
grabbedTextParticle = &textParticles[particleCount-1];
}
}
}
}
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = 0; i < particleCount; i++)
{
TextParticle *tp = &textParticles[i];
DrawRectangle(tp->rect.x-tp->borderWidth, tp->rect.y-tp->borderWidth, tp->rect.width+tp->borderWidth*2, tp->rect.height+tp->borderWidth*2, BLACK);
DrawRectangleRec(tp->rect, tp->color);
DrawText(tp->text, tp->rect.x+tp->padding, tp->rect.y+tp->padding, FONT_SIZE, BLACK);
}
DrawText("grab a text particle by pressing with the mouse and throw it by releasing", 10, 10, 10, DARKGRAY);
DrawText("slice a text particle by pressing it with the mouse right button", 10, 30, 10, DARKGRAY);
DrawText("shatter a text particle keeping left shift pressed and pressing it with the mouse right button", 10, 50, 10, DARKGRAY);
DrawText("glue text particles by grabbing than and keeping left control pressed", 10, 70, 10, DARKGRAY);
DrawText("1 to 6 to reset", 10, 90, 10, DARKGRAY);
DrawText("when you have only one text particle, you can slice it by pressing a char", 10, 110, 10, DARKGRAY);
DrawText(TextFormat("TEXT PARTICLE COUNT: %d", particleCount), 10, GetScreenHeight() - 30, 20, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void PrepareFirstTextParticle(const char* text, TextParticle *tps, int *particleCount)
{
tps[0] = CreateTextParticle(
text,
GetScreenWidth()/2,
GetScreenHeight()/2,
RAYWHITE
);
*particleCount = 1;
}
TextParticle CreateTextParticle(const char *text, float x, float y, Color color)
{
TextParticle tp = {
.text = "",
.rect = { x, y, 30, 30 },
.vel = { GetRandomValue(-200, 200), GetRandomValue(-200, 200) },
.ppos = { 0 },
.padding = 5.0f,
.borderWidth = 5.0f,
.friction = 0.99,
.elasticity = 0.9,
.color = color,
.grabbed = false
};
TextCopy(tp.text, text);
tp.rect.width = MeasureText(tp.text, FONT_SIZE)+tp.padding*2;
tp.rect.height = FONT_SIZE+tp.padding*2;
return tp;
}
void SliceTextParticle(TextParticle *tp, int particlePos, int sliceLength, TextParticle *tps, int *particleCount)
{
int length = TextLength(tp->text);
if((length > 1) && ((*particleCount+length) < MAX_TEXT_PARTICLES))
{
for (int i = 0; i < length; i += sliceLength)
{
const char *text = sliceLength == 1 ? TextFormat("%c", tp->text[i]) : TextSubtext(tp->text, i, sliceLength);
tps[(*particleCount)++] = CreateTextParticle(
text,
tp->rect.x + i * tp->rect.width/length,
tp->rect.y,
(Color) { GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 }
);
}
RealocateTextParticles(tps, particlePos, particleCount);
}
}
void SliceTextParticleByChar(TextParticle *tp, char charToSlice, TextParticle *tps, int *particleCount)
{
int tokenCount = 0;
const char **tokens = TextSplit(tp->text, charToSlice, &tokenCount);
if (tokenCount > 1)
{
int textLength = TextLength(tp->text);
for (int i = 0; i < textLength; i++)
{
if (tp->text[i] == charToSlice)
{
tps[(*particleCount)++] = CreateTextParticle(
TextFormat("%c", charToSlice),
tp->rect.x,
tp->rect.y,
(Color) { GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 }
);
}
}
for (int i = 0; i < tokenCount; i++)
{
int tokenLength = TextLength(tokens[i]);
tps[(*particleCount)++] = CreateTextParticle(
TextFormat("%s", tokens[i]),
tp->rect.x + i * tp->rect.width/tokenLength,
tp->rect.y,
(Color) { GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 }
);
}
if (tokenCount)
{
RealocateTextParticles(tps, 0, particleCount);
}
}
}
void ShatterTextParticle(TextParticle *tp, int particlePos, TextParticle *tps, int *particleCount)
{
SliceTextParticle(tp, particlePos, 1, tps, particleCount);
}
void GlueTextParticles(TextParticle *grabbed, TextParticle *target, TextParticle *tps, int *particleCount)
{
int p1 = -1;
int p2 = -1;
for (int i = 0; i < *particleCount; i++)
{
if (&tps[i] == grabbed) p1 = i;
if (&tps[i] == target) p2 = i;
}
if ((p1 != -1) && (p2 != -1))
{
TextParticle tp = CreateTextParticle(
TextFormat( "%s%s", grabbed->text, target->text),
grabbed->rect.x,
grabbed->rect.y,
RAYWHITE
);
tp.grabbed = true;
tps[(*particleCount)++] = tp;
grabbed->grabbed = false;
if (p1 < p2)
{
RealocateTextParticles(tps, p2, particleCount);
RealocateTextParticles(tps, p1, particleCount);
}
else
{
RealocateTextParticles(tps, p1, particleCount);
RealocateTextParticles(tps, p2, particleCount);
}
}
}
void RealocateTextParticles(TextParticle *tps, int particlePos, int *particleCount)
{
for (int i = particlePos+1; i < *particleCount; i++)
{
tps[i-1] = tps[i];
}
(*particleCount)--;
}

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