diff options
| author | Ray <[email protected]> | 2021-03-12 18:05:09 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-03-12 18:05:09 +0100 |
| commit | 421c4e4cd85310bef3a8f79f89d23e3a1eac9668 (patch) | |
| tree | a49167a3f2c2ae7558c9a3a94696bc187ffbc824 /examples | |
| parent | cc62fcccc630fdc4badcad8381d5bb43eb71fa1f (diff) | |
| download | raylib.com-421c4e4cd85310bef3a8f79f89d23e3a1eac9668.tar.gz raylib.com-421c4e4cd85310bef3a8f79f89d23e3a1eac9668.zip | |
Renamed FormatText() -> TextFormat()
Diffstat (limited to 'examples')
29 files changed, 57 insertions, 57 deletions
diff --git a/examples/web/audio/audio_multichannel_sound.c b/examples/web/audio/audio_multichannel_sound.c index 47ceea9..2ae0177 100644 --- a/examples/web/audio/audio_multichannel_sound.c +++ b/examples/web/audio/audio_multichannel_sound.c @@ -99,7 +99,7 @@ void UpdateDrawFrame(void) DrawText("Press SPACE to play new ogg instance!", 200, 120, 20, LIGHTGRAY); DrawText("Press ENTER to play new wav instance!", 200, 180, 20, LIGHTGRAY); - DrawText(FormatText("CONCURRENT SOUNDS PLAYING: %02i", GetSoundsPlaying()), 220, 280, 20, RED); + DrawText(TextFormat("CONCURRENT SOUNDS PLAYING: %02i", GetSoundsPlaying()), 220, 280, 20, RED); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/examples/web/core/core_input_gamepad.c b/examples/web/core/core_input_gamepad.c index 3485391..ca90ba1 100644 --- a/examples/web/core/core_input_gamepad.c +++ b/examples/web/core/core_input_gamepad.c @@ -98,7 +98,7 @@ void UpdateDrawFrame(void) if (IsGamepadAvailable(GAMEPAD_PLAYER1)) { - DrawText(FormatText("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK); + DrawText(TextFormat("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK); if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID)) { @@ -145,8 +145,8 @@ void UpdateDrawFrame(void) DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED); DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED); - //DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK); - //DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK); + //DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK); + //DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK); } else if (IsGamepadName(GAMEPAD_PLAYER1, PS3_NAME_ID)) { @@ -200,14 +200,14 @@ void UpdateDrawFrame(void) // TODO: Draw generic gamepad } - DrawText(FormatText("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON); + DrawText(TextFormat("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON); for (int i = 0; i < GetGamepadAxisCount(GAMEPAD_PLAYER1); i++) { - DrawText(FormatText("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY); + DrawText(TextFormat("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY); } - if (GetGamepadButtonPressed() != -1) DrawText(FormatText("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED); + if (GetGamepadButtonPressed() != -1) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED); else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY); } else diff --git a/examples/web/core/core_input_mouse_wheel.c b/examples/web/core/core_input_mouse_wheel.c index e1d06b5..c842c25 100644 --- a/examples/web/core/core_input_mouse_wheel.c +++ b/examples/web/core/core_input_mouse_wheel.c @@ -82,7 +82,7 @@ void UpdateDrawFrame(void) DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON); DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY); - DrawText(FormatText("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY); + DrawText(TextFormat("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/examples/web/core/core_random_values.c b/examples/web/core/core_random_values.c index 9d7e70b..b997540 100644 --- a/examples/web/core/core_random_values.c +++ b/examples/web/core/core_random_values.c @@ -86,7 +86,7 @@ void UpdateDrawFrame(void) DrawText("Every 2 seconds a new random value is generated:", 130, 100, 20, MAROON); - DrawText(FormatText("%i", randValue), 360, 180, 80, LIGHTGRAY); + DrawText(TextFormat("%i", randValue), 360, 180, 80, LIGHTGRAY); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/examples/web/core/core_vr_simulator.c b/examples/web/core/core_vr_simulator.c index efd6622..0e9507e 100644 --- a/examples/web/core/core_vr_simulator.c +++ b/examples/web/core/core_vr_simulator.c @@ -75,7 +75,7 @@ int main(void) hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 // Distortion shader (uses device lens distortion and chroma) - distortion = LoadShader(0, FormatText("resources/distortion%i.fs", GLSL_VERSION)); + distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION)); SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering // Define the camera to look into our 3d world diff --git a/examples/web/core/core_window_flags.c b/examples/web/core/core_window_flags.c index f3448e9..55eacb1 100644 --- a/examples/web/core/core_window_flags.c +++ b/examples/web/core/core_window_flags.c @@ -145,7 +145,7 @@ int main(void) DrawFPS(10, 10); - DrawText(FormatText("Screen Size: [%i, %i]", GetScreenWidth(), GetScreenHeight()), 10, 40, 10, GREEN); + DrawText(TextFormat("Screen Size: [%i, %i]", GetScreenWidth(), GetScreenHeight()), 10, 40, 10, GREEN); // Draw window state info DrawText("Following flags can be set after window creation:", 10, 60, 10, GRAY); diff --git a/examples/web/models/models_first_person_maze.c b/examples/web/models/models_first_person_maze.c index 3f7f5b2..9aae811 100644 --- a/examples/web/models/models_first_person_maze.c +++ b/examples/web/models/models_first_person_maze.c @@ -63,7 +63,7 @@ int main(void) model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture // Get map image data to be used for collision detection - mapPixels = GetImageData(imMap); + mapPixels = LoadImageColors(imMap); UnloadImage(imMap); // Unload image from RAM playerPosition = camera.position; // Set player position @@ -85,7 +85,7 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- - free(mapPixels); // Unload color array + UnoadImageColors(mapPixels); // Unload color array UnloadTexture(cubicmap); // Unload cubicmap texture UnloadTexture(texture); // Unload map texture diff --git a/examples/web/models/models_mesh_picking.c b/examples/web/models/models_mesh_picking.c index 7d1c19f..edcbae7 100644 --- a/examples/web/models/models_mesh_picking.c +++ b/examples/web/models/models_mesh_picking.c @@ -210,25 +210,25 @@ void UpdateDrawFrame(void) EndMode3D(); // Draw some debug GUI text - DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK); + DrawText(TextFormat("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK); if (nearestHit.hit) { int ypos = 70; - DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK); + DrawText(TextFormat("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK); - DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f", + DrawText(TextFormat("Hit Pos: %3.2f %3.2f %3.2f", nearestHit.position.x, nearestHit.position.y, nearestHit.position.z), 10, ypos + 15, 10, BLACK); - DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f", + DrawText(TextFormat("Hit Norm: %3.2f %3.2f %3.2f", nearestHit.normal.x, nearestHit.normal.y, nearestHit.normal.z), 10, ypos + 30, 10, BLACK); - if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK); + if (hitTriangle) DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK); } DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY); diff --git a/examples/web/models/models_yaw_pitch_roll.c b/examples/web/models/models_yaw_pitch_roll.c index cd54171..bdc983f 100644 --- a/examples/web/models/models_yaw_pitch_roll.c +++ b/examples/web/models/models_yaw_pitch_roll.c @@ -226,6 +226,6 @@ void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[ DrawTexturePro(angleGauge, srcRec, dstRec, origin, angle, color); - DrawText(FormatText("%5.1f", angle), x - MeasureText(FormatText("%5.1f", angle), textSize) / 2, y + 10, textSize, DARKGRAY); + DrawText(TextFormat("%5.1f", angle), x - MeasureText(TextFormat("%5.1f", angle), textSize) / 2, y + 10, textSize, DARKGRAY); DrawText(title, x - MeasureText(title, textSize) / 2, y + 60, textSize, DARKGRAY); }
\ No newline at end of file diff --git a/examples/web/shaders/shaders_basic_lighting.c b/examples/web/shaders/shaders_basic_lighting.c index bbd358b..2bcae63 100644 --- a/examples/web/shaders/shaders_basic_lighting.c +++ b/examples/web/shaders/shaders_basic_lighting.c @@ -99,8 +99,8 @@ int main(void) modelB.materials[0].maps[MAP_DIFFUSE].texture = texture; modelC.materials[0].maps[MAP_DIFFUSE].texture = texture; - shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), - FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); + shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); // Get some shader loactions shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); diff --git a/examples/web/shaders/shaders_custom_uniform.c b/examples/web/shaders/shaders_custom_uniform.c index 69ac116..2057dcc 100644 --- a/examples/web/shaders/shaders_custom_uniform.c +++ b/examples/web/shaders/shaders_custom_uniform.c @@ -76,7 +76,7 @@ int main(void) // Load postprocessing shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION)); + shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION)); // Get variable (uniform) location on the shader to connect with the program // NOTE: If uniform variable could not be found in the shader, function returns -1 diff --git a/examples/web/shaders/shaders_eratosthenes.c b/examples/web/shaders/shaders_eratosthenes.c index 52041ab..d625ed2 100644 --- a/examples/web/shaders/shaders_eratosthenes.c +++ b/examples/web/shaders/shaders_eratosthenes.c @@ -62,7 +62,7 @@ int main(void) // Load Eratosthenes shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION)); + shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION)); // Create render texture to render to target = LoadRenderTexture(screenWidth, screenHeight); diff --git a/examples/web/shaders/shaders_fog.c b/examples/web/shaders/shaders_fog.c index a84075f..859b4e2 100644 --- a/examples/web/shaders/shaders_fog.c +++ b/examples/web/shaders/shaders_fog.c @@ -99,8 +99,8 @@ int main(void) modelC.materials[0].maps[MAP_DIFFUSE].texture = texture; // Load shader and set up some uniforms - shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), - FormatText("resources/shaders/glsl%i/fog.fs", GLSL_VERSION)); + shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/fog.fs", GLSL_VERSION)); shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); diff --git a/examples/web/shaders/shaders_julia_set.c b/examples/web/shaders/shaders_julia_set.c index d598c0c..4922675 100644 --- a/examples/web/shaders/shaders_julia_set.c +++ b/examples/web/shaders/shaders_julia_set.c @@ -80,7 +80,7 @@ int main(void) // Load julia set shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION)); + shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION)); // c constant to use in z^2 + c c[0] = POINTS_OF_INTEREST[0][0]; diff --git a/examples/web/shaders/shaders_model_shader.c b/examples/web/shaders/shaders_model_shader.c index 32c564d..cc2ebaf 100644 --- a/examples/web/shaders/shaders_model_shader.c +++ b/examples/web/shaders/shaders_model_shader.c @@ -69,7 +69,7 @@ int main(void) // Load shader for model // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); + shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); model.materials[0].shader = shader; // Set shader effect to 3d model model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Bind texture to model diff --git a/examples/web/shaders/shaders_palette_switch.c b/examples/web/shaders/shaders_palette_switch.c index 93215b9..6e2e618 100644 --- a/examples/web/shaders/shaders_palette_switch.c +++ b/examples/web/shaders/shaders_palette_switch.c @@ -107,7 +107,7 @@ int main(void) // Load shader to be used on some parts drawing // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/palette_switch.fs", GLSL_VERSION)); + shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/palette_switch.fs", GLSL_VERSION)); // Get variable (uniform) location on the shader to connect with the program // NOTE: If uniform variable could not be found in the shader, function returns -1 diff --git a/examples/web/shaders/shaders_postprocessing.c b/examples/web/shaders/shaders_postprocessing.c index df7f4ae..7b62889 100644 --- a/examples/web/shaders/shaders_postprocessing.c +++ b/examples/web/shaders/shaders_postprocessing.c @@ -103,18 +103,18 @@ int main(void) // Load all postpro shaders // NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER) // NOTE 2: We load the correct shader depending on GLSL version - shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); - shaders[FX_POSTERIZATION] = LoadShader(0, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION)); - shaders[FX_DREAM_VISION] = LoadShader(0, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION)); - shaders[FX_PIXELIZER] = LoadShader(0, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION)); - shaders[FX_CROSS_HATCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION)); - shaders[FX_CROSS_STITCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION)); - shaders[FX_PREDATOR_VIEW] = LoadShader(0, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION)); - shaders[FX_SCANLINES] = LoadShader(0, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION)); - shaders[FX_FISHEYE] = LoadShader(0, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION)); - shaders[FX_SOBEL] = LoadShader(0, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION)); - shaders[FX_BLOOM] = LoadShader(0, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION)); - shaders[FX_BLUR] = LoadShader(0, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION)); + shaders[FX_GRAYSCALE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); + shaders[FX_POSTERIZATION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION)); + shaders[FX_DREAM_VISION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION)); + shaders[FX_PIXELIZER] = LoadShader(0, TextFormat("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION)); + shaders[FX_CROSS_HATCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION)); + shaders[FX_CROSS_STITCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION)); + shaders[FX_PREDATOR_VIEW] = LoadShader(0, TextFormat("resources/shaders/glsl%i/predator.fs", GLSL_VERSION)); + shaders[FX_SCANLINES] = LoadShader(0, TextFormat("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION)); + shaders[FX_FISHEYE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION)); + shaders[FX_SOBEL] = LoadShader(0, TextFormat("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION)); + shaders[FX_BLOOM] = LoadShader(0, TextFormat("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION)); + shaders[FX_BLUR] = LoadShader(0, TextFormat("resources/shaders/glsl%i/blur.fs", GLSL_VERSION)); // Create a RenderTexture2D to be used for render to texture target = LoadRenderTexture(screenWidth, screenHeight); diff --git a/examples/web/shaders/shaders_raymarching.c b/examples/web/shaders/shaders_raymarching.c index 1e35f31..3d61fd9 100644 --- a/examples/web/shaders/shaders_raymarching.c +++ b/examples/web/shaders/shaders_raymarching.c @@ -75,7 +75,7 @@ int main(void) // Load raymarching shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION)); + shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION)); // Get shader locations for required uniforms viewEyeLoc = GetShaderLocation(shader, "viewEye"); diff --git a/examples/web/shaders/shaders_rlgl_mesh_instanced.c b/examples/web/shaders/shaders_rlgl_mesh_instanced.c index 4cf780a..702fbcb 100644 --- a/examples/web/shaders/shaders_rlgl_mesh_instanced.c +++ b/examples/web/shaders/shaders_rlgl_mesh_instanced.c @@ -73,8 +73,8 @@ int main(void) Matrix *transforms = RL_MALLOC(count*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl - Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION), - FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); + Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); // Get some shader loactions shader.locs[LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp"); diff --git a/examples/web/shaders/shaders_shapes_textures.c b/examples/web/shaders/shaders_shapes_textures.c index 654e4e0..51a64af 100644 --- a/examples/web/shaders/shaders_shapes_textures.c +++ b/examples/web/shaders/shaders_shapes_textures.c @@ -56,7 +56,7 @@ int main(void) // Load shader to be used on some parts drawing // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); + shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); // Shader usage is also different than models/postprocessing, shader is just activated when required diff --git a/examples/web/shaders/shaders_simple_mask.c b/examples/web/shaders/shaders_simple_mask.c index df848cd..1dd63f8 100644 --- a/examples/web/shaders/shaders_simple_mask.c +++ b/examples/web/shaders/shaders_simple_mask.c @@ -90,7 +90,7 @@ int main(void) model3 = LoadModelFromMesh(sphere); // Load the shader - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/mask.fs", GLSL_VERSION)); + shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mask.fs", GLSL_VERSION)); // Load and apply the diffuse texture (colour map) texDiffuse = LoadTexture("resources/plasma.png"); @@ -178,8 +178,8 @@ void UpdateDrawFrame(void) EndMode3D(); - DrawRectangle(16, 698, MeasureText(FormatText("Frame: %i", framesCounter), 20) + 8, 42, BLUE); - DrawText(FormatText("Frame: %i", framesCounter), 20, 700, 20, WHITE); + DrawRectangle(16, 698, MeasureText(TextFormat("Frame: %i", framesCounter), 20) + 8, 42, BLUE); + DrawText(TextFormat("Frame: %i", framesCounter), 20, 700, 20, WHITE); DrawFPS(10, 10); diff --git a/examples/web/shaders/shaders_texture_drawing.c b/examples/web/shaders/shaders_texture_drawing.c index 346a6d0..37dd2fb 100644 --- a/examples/web/shaders/shaders_texture_drawing.c +++ b/examples/web/shaders/shaders_texture_drawing.c @@ -58,7 +58,7 @@ int main(void) UnloadImage(imBlank); // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION)); + shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION)); timeLoc = GetShaderLocation(shader, "uTime"); SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT); diff --git a/examples/web/shaders/shaders_texture_waves.c b/examples/web/shaders/shaders_texture_waves.c index 1a23c1c..f27fd53 100644 --- a/examples/web/shaders/shaders_texture_waves.c +++ b/examples/web/shaders/shaders_texture_waves.c @@ -77,7 +77,7 @@ int main(void) texture = LoadTexture("resources/space.png"); // Load shader and setup location points and values - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION)); + shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION)); secondsLoc = GetShaderLocation(shader, "secondes"); freqXLoc = GetShaderLocation(shader, "freqX"); diff --git a/examples/web/shapes/shapes_collision_area.c b/examples/web/shapes/shapes_collision_area.c index 5d67108..4838e6f 100644 --- a/examples/web/shapes/shapes_collision_area.c +++ b/examples/web/shapes/shapes_collision_area.c @@ -130,7 +130,7 @@ void UpdateDrawFrame(void) DrawText("COLLISION!", GetScreenWidth()/2 - MeasureText("COLLISION!", 20)/2, screenUpperLimit/2 - 10, 20, BLACK); // Draw collision area - DrawText(FormatText("Collision Area: %i", (int)boxCollision.width*(int)boxCollision.height), GetScreenWidth()/2 - 100, screenUpperLimit + 10, 20, BLACK); + DrawText(TextFormat("Collision Area: %i", (int)boxCollision.width*(int)boxCollision.height), GetScreenWidth()/2 - 100, screenUpperLimit + 10, 20, BLACK); } DrawFPS(10, 10); diff --git a/examples/web/shapes/shapes_draw_circle_sector.c b/examples/web/shapes/shapes_draw_circle_sector.c index 8b00376..a6826a8 100644 --- a/examples/web/shapes/shapes_draw_circle_sector.c +++ b/examples/web/shapes/shapes_draw_circle_sector.c @@ -107,7 +107,7 @@ void UpdateDrawFrame(void) segments = GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", TextFormat("%2i", segments), segments, 0, 20); //------------------------------------------------------------------------------ - DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 600, 200, 10, (segments >= 4)? MAROON : DARKGRAY); + DrawText(TextFormat("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 600, 200, 10, (segments >= 4)? MAROON : DARKGRAY); DrawFPS(10, 10); diff --git a/examples/web/shapes/shapes_draw_ring.c b/examples/web/shapes/shapes_draw_ring.c index ba61b9a..fc0d490 100644 --- a/examples/web/shapes/shapes_draw_ring.c +++ b/examples/web/shapes/shapes_draw_ring.c @@ -117,7 +117,7 @@ void UpdateDrawFrame(void) drawCircleLines = GuiCheckBox((Rectangle){ 600, 380, 20, 20 }, "Draw CircleLines", drawCircleLines); //------------------------------------------------------------------------------ - DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 600, 270, 10, (segments >= 4)? MAROON : DARKGRAY); + DrawText(TextFormat("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 600, 270, 10, (segments >= 4)? MAROON : DARKGRAY); DrawFPS(10, 10); diff --git a/examples/web/textures/textures_bunnymark.c b/examples/web/textures/textures_bunnymark.c index 7c3d23d..74e8f93 100644 --- a/examples/web/textures/textures_bunnymark.c +++ b/examples/web/textures/textures_bunnymark.c @@ -138,8 +138,8 @@ void UpdateDrawFrame(void) } DrawRectangle(0, 0, screenWidth, 40, BLACK); - DrawText(FormatText("bunnies: %i", bunniesCount), 120, 10, 20, GREEN); - DrawText(FormatText("batched draw calls: %i", 1 + bunniesCount/MAX_BATCH_ELEMENTS), 320, 10, 20, MAROON); + DrawText(TextFormat("bunnies: %i", bunniesCount), 120, 10, 20, GREEN); + DrawText(TextFormat("batched draw calls: %i", 1 + bunniesCount/MAX_BATCH_ELEMENTS), 320, 10, 20, MAROON); DrawFPS(10, 10); diff --git a/examples/web/textures/textures_image_processing.c b/examples/web/textures/textures_image_processing.c index 7e77987..5f7f330 100644 --- a/examples/web/textures/textures_image_processing.c +++ b/examples/web/textures/textures_image_processing.c @@ -143,9 +143,9 @@ void UpdateDrawFrame(void) default: break; } - Color *pixels = GetImageData(image); // Get pixel data from image (RGBA 32bit) + Color *pixels = LoadImageColors(image); // Get pixel data from image (RGBA 32bit) UpdateTexture(texture, pixels); // Update texture with new image data - free(pixels); // Unload pixels data from RAM + UnloadImageColors(pixels); // Unload pixels data from RAM textureReload = false; } diff --git a/examples/web/textures/textures_rectangle.c b/examples/web/textures/textures_rectangle.c index cb2b7d5..6f14c5f 100644 --- a/examples/web/textures/textures_rectangle.c +++ b/examples/web/textures/textures_rectangle.c @@ -115,7 +115,7 @@ void UpdateDrawFrame(void) DrawRectangleLines(15 + frameRec.x, 40 + frameRec.y, frameRec.width, frameRec.height, RED); DrawText("FRAME SPEED: ", 165, 210, 10, DARKGRAY); - DrawText(FormatText("%02i FPS", framesSpeed), 575, 210, 10, DARKGRAY); + DrawText(TextFormat("%02i FPS", framesSpeed), 575, 210, 10, DARKGRAY); DrawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 240, 10, DARKGRAY); for (int i = 0; i < MAX_FRAME_SPEED; i++) |
