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			269 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			269 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [text] example - Rectangle bounds
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*
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*   Example originally created with raylib 2.5, last time updated with raylib 4.0
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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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*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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*   BSD-like license that allows static linking with closed source software
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*
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*   Copyright (c) 2018-2023 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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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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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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        if ((textOffsetX != 0) || (codepoint != ' ')) textOffsetX += glyphWidth;  // avoid leading spaces
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    }
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}
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