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strings management

★★★☆by David Buzatto (@davidbuzatto)

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//! raylib [text] example - strings management
//!
//! Zig-API translation of examples/text/text_strings_management.c (raylib 6.2).
//! Example contributed by David Buzatto (@davidbuzatto) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2025 David Buzatto (@davidbuzatto)

const std = @import("std");
const rl = @import("raylib");

const max_text_length = 100;
const max_text_particles = 100;
const font_size = 30;

const screen_width = 800;
const screen_height = 450;

const TextParticle = struct {
    buffer: [max_text_length]u8,
    len: usize,
    rect: rl.Rectangle, // Boundary
    vel: rl.Vector2, // Velocity
    ppos: rl.Vector2, // Previous position
    padding: f32,
    border_width: f32,
    friction: f32,
    elasticity: f32,
    color: rl.Color,
    grabbed: bool,

    fn init(content: []const u8, x: f32, y: f32, color: rl.Color) TextParticle {
        var tp: TextParticle = .{
            .buffer = undefined,
            .len = @min(content.len, max_text_length - 1),
            .rect = .{ .x = x, .y = y, .width = 30, .height = 30 },
            .vel = .{
                .x = @floatFromInt(rl.getRandomValue(-200, 200)),
                .y = @floatFromInt(rl.getRandomValue(-200, 200)),
            },
            .ppos = .{ .x = 0, .y = 0 },
            .padding = 5.0,
            .border_width = 5.0,
            .friction = 0.99,
            .elasticity = 0.9,
            .color = color,
            .grabbed = false,
        };

        @memcpy(tp.buffer[0..tp.len], content[0..tp.len]);
        tp.buffer[tp.len] = 0;
        tp.rect.width = @as(f32, @floatFromInt(rl.measureText(tp.text(), font_size))) + tp.padding * 2;
        tp.rect.height = font_size + tp.padding * 2;
        return tp;
    }

    fn text(tp: *const TextParticle) [:0]const u8 {
        return tp.buffer[0..tp.len :0];
    }
};

/// A fixed-capacity list of text particles
const Particles = struct {
    buffer: [max_text_particles]TextParticle = undefined,
    len: usize = 0,

    fn items(particles: *Particles) []TextParticle {
        return particles.buffer[0..particles.len];
    }

    fn append(particles: *Particles, tp: TextParticle) void {
        particles.buffer[particles.len] = tp;
        particles.len += 1;
    }

    /// Remove the particle at `index`, shifting the following ones down.
    fn orderedRemove(particles: *Particles, index: usize) void {
        std.mem.copyForwards(TextParticle, particles.buffer[index .. particles.len - 1], particles.buffer[index + 1 .. particles.len]);
        particles.len -= 1;
    }

    fn reset(particles: *Particles, content: []const u8) void {
        const x = @as(f32, @floatFromInt(rl.getScreenWidth())) / 2.0;
        const y = @as(f32, @floatFromInt(rl.getScreenHeight())) / 2.0;
        particles.buffer[0] = .init(content, x, y, .ray_white);
        particles.len = 1;
    }
};

fn randomColor() rl.Color {
    return .{
        .r = @intCast(rl.getRandomValue(0, 255)),
        .g = @intCast(rl.getRandomValue(0, 255)),
        .b = @intCast(rl.getRandomValue(0, 255)),
        .a = 255,
    };
}

pub fn main() void {
    // Initialization
    rl.initWindow(screen_width, screen_height, "raylib [text] example - strings management");
    defer rl.closeWindow(); // Close window and OpenGL context

    var particles: Particles = .{};
    var grabbed: ?usize = null; // Index of the grabbed text particle
    var press_offset: rl.Vector2 = .{ .x = 0, .y = 0 };

    particles.reset("raylib => fun videogames programming!");

    rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Update
        const delta = rl.getFrameTime();
        const mouse_pos = rl.getMousePosition();

        // Checks if a text particle was grabbed
        if (rl.isMouseButtonPressed(.left)) {
            var i = particles.len;
            while (i > 0) {
                i -= 1;
                const tp = &particles.buffer[i];
                press_offset.x = mouse_pos.x - tp.rect.x;
                press_offset.y = mouse_pos.y - tp.rect.y;
                if (rl.checkCollisionPointRec(mouse_pos, tp.rect)) {
                    tp.grabbed = true;
                    grabbed = i;
                    break;
                }
            }
        }

        // Releases any text particle the was grabbed
        if (rl.isMouseButtonReleased(.left)) {
            if (grabbed) |index| {
                particles.buffer[index].grabbed = false;
                grabbed = null;
            }
        }

        // Slice os shatter a text particle
        if (rl.isMouseButtonPressed(.right)) {
            var i = particles.len;
            while (i > 0) {
                i -= 1;
                const tp = particles.buffer[i];
                if (rl.checkCollisionPointRec(mouse_pos, tp.rect)) {
                    if (rl.isKeyDown(.left_shift)) {
                        shatterTextParticle(&particles, i);
                    } else {
                        sliceTextParticle(&particles, i, tp.len / 2);
                    }
                    break;
                }
            }
        }

        // Shake text particles
        if (rl.isMouseButtonPressed(.middle)) {
            for (particles.items()) |*tp| {
                if (!tp.grabbed) tp.vel = .{
                    .x = @floatFromInt(rl.getRandomValue(-2000, 2000)),
                    .y = @floatFromInt(rl.getRandomValue(-2000, 2000)),
                };
            }
        }

        // Reset using TextTo* functions
        if (rl.isKeyPressed(.one)) particles.reset("raylib => fun videogames programming!");
        if (rl.isKeyPressed(.two)) particles.reset(rl.textToUpper("raylib => fun videogames programming!"));
        if (rl.isKeyPressed(.three)) particles.reset(rl.textToLower("raylib => fun videogames programming!"));
        if (rl.isKeyPressed(.four)) particles.reset(rl.textToPascal("raylib_fun_videogames_programming"));
        if (rl.isKeyPressed(.five)) particles.reset(rl.textToSnake("RaylibFunVideogamesProgramming"));
        if (rl.isKeyPressed(.six)) particles.reset(rl.textToCamel("raylib_fun_videogames_programming"));

        // Slice by char pressed only when we have one text particle
        const char_pressed: u8 = @truncate(@as(u32, @bitCast(rl.getCharPressed())));
        if (char_pressed >= 'A' and char_pressed <= 'z' and particles.len == 1) {
            sliceTextParticleByChar(&particles, char_pressed);
        }

        // Updates each text particle state
        var i: usize = 0;
        while (i < particles.len) : (i += 1) {
            const tp = &particles.buffer[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) >= screen_width) {
                    tp.rect.x = screen_width - 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 = 0.0;
                    tp.vel.x = -tp.vel.x * tp.elasticity;
                }

                // The same for y axis
                if ((tp.rect.y + tp.rect.height) >= screen_height) {
                    tp.rect.y = screen_height - tp.rect.height;
                    tp.vel.y = -tp.vel.y * tp.elasticity;
                } else if (tp.rect.y <= 0) {
                    tp.rect.y = 0.0;
                    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 = mouse_pos.x - press_offset.x;
                tp.rect.y = mouse_pos.y - press_offset.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 (rl.isKeyDown(.left_control)) {
                    var j: usize = 0;
                    while (j < particles.len) : (j += 1) {
                        const grabbed_index = grabbed.?;
                        const grabbed_tp = particles.buffer[grabbed_index];
                        if (j != grabbed_index and grabbed_tp.grabbed) {
                            if (rl.checkCollisionRecs(grabbed_tp.rect, particles.buffer[j].rect)) {
                                glueTextParticles(&particles, grabbed_index, j);
                                grabbed = particles.len - 1;
                            }
                        }
                    }
                }
            }
        }

        // Draw
        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(.ray_white);

        for (particles.items()) |*tp| {
            rl.drawRectangleRec(.{
                .x = tp.rect.x - tp.border_width,
                .y = tp.rect.y - tp.border_width,
                .width = tp.rect.width + tp.border_width * 2,
                .height = tp.rect.height + tp.border_width * 2,
            }, .black);
            rl.drawRectangleRec(tp.rect, tp.color);
            rl.drawText(tp.text(), @intFromFloat(tp.rect.x + tp.padding), @intFromFloat(tp.rect.y + tp.padding), font_size, .black);
        }

        rl.drawText("grab a text particle by pressing with the mouse and throw it by releasing", 10, 10, 10, .dark_gray);
        rl.drawText("slice a text particle by pressing it with the mouse right button", 10, 30, 10, .dark_gray);
        rl.drawText("shatter a text particle keeping left shift pressed and pressing it with the mouse right button", 10, 50, 10, .dark_gray);
        rl.drawText("glue text particles by grabbing than and keeping left control pressed", 10, 70, 10, .dark_gray);
        rl.drawText("1 to 6 to reset", 10, 90, 10, .dark_gray);
        rl.drawText("when you have only one text particle, you can slice it by pressing a char", 10, 110, 10, .dark_gray);
        rl.drawText(rl.textFormat("TEXT PARTICLE COUNT: {d}", .{particles.len}), 10, rl.getScreenHeight() - 30, 20, .black);
    }
}

/// Replace the particle at `index` by slices of `slice_length` chars of its text
fn sliceTextParticle(particles: *Particles, index: usize, slice_length: usize) void {
    const tp = particles.buffer[index];
    const length = tp.len;

    if (length > 1 and (particles.len + length) < max_text_particles) {
        var i: usize = 0;
        while (i < length) : (i += slice_length) {
            const content = if (slice_length == 1)
                rl.textFormat("{c}", .{tp.buffer[i]})
            else
                rl.textSubtext(tp.text(), @intCast(i), @intCast(slice_length));
            const color = randomColor();
            const x = tp.rect.x + @as(f32, @floatFromInt(i)) * tp.rect.width / @as(f32, @floatFromInt(length));
            particles.append(.init(content, x, tp.rect.y, color));
        }
        particles.orderedRemove(index);
    }
}

/// Replace the single particle by the pieces of its text split by `char_to_slice`
fn sliceTextParticleByChar(particles: *Particles, char_to_slice: u8) void {
    const tp = particles.buffer[0];
    const tokens = rl.textSplit(tp.text(), char_to_slice);

    if (tokens.len > 1) {
        for (tp.buffer[0..tp.len]) |char| {
            if (char == char_to_slice) {
                const color = randomColor();
                particles.append(.init(rl.textFormat("{c}", .{char_to_slice}), tp.rect.x, tp.rect.y, color));
            }
        }
        for (tokens, 0..) |token_ptr, i| {
            const token = std.mem.span(token_ptr);
            const color = randomColor();
            const x = tp.rect.x + @as(f32, @floatFromInt(i)) * tp.rect.width / @as(f32, @floatFromInt(token.len));
            particles.append(.init(token, x, tp.rect.y, color));
        }
        particles.orderedRemove(0);
    }
}

/// Slice the particle at `index` into single chars
fn shatterTextParticle(particles: *Particles, index: usize) void {
    sliceTextParticle(particles, index, 1);
}

/// Replace the grabbed and target particles by one joining their texts
fn glueTextParticles(particles: *Particles, grabbed: usize, target: usize) void {
    const grabbed_tp = &particles.buffer[grabbed];
    const content = rl.textFormat("{s}{s}", .{ grabbed_tp.text(), particles.buffer[target].text() });

    var tp: TextParticle = .init(content, grabbed_tp.rect.x, grabbed_tp.rect.y, .ray_white);
    tp.grabbed = true;
    particles.append(tp);
    grabbed_tp.grabbed = false;

    // Remove the higher index first so the lower one stays valid
    particles.orderedRemove(@max(grabbed, target));
    particles.orderedRemove(@min(grabbed, target));
}
/*******************************************************************************************
*
*   raylib [text] example - strings management
*
*   Example complexity rating: [★★★☆] 3/4
*
*   Example originally created with raylib 6.0, last time updated with raylib 6.0
*
*   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 [text] 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){ (float)GetRandomValue(-2000, 2000), (float)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];
                DrawRectangleRec((Rectangle) { 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, (int)(tp->rect.x+tp->padding), (int)(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()/2.0f,
        GetScreenHeight()/2.0f,
        RAYWHITE
    );
    *particleCount = 1;
}

TextParticle CreateTextParticle(const char *text, float x, float y, Color color)
{
    TextParticle tp = {
        .text = "",
        .rect = { x, y, 30, 30 },
        .vel = { (float)GetRandomValue(-200, 200), (float)GetRandomValue(-200, 200) },
        .ppos = { 0 },
        .padding = 5.0f,
        .borderWidth = 5.0f,
        .friction = 0.99f,
        .elasticity = 0.9f,
        .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;
    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)--;
}

From raylib 6.2. The original on GitHub.