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authorRay <[email protected]>2021-03-12 18:05:09 +0100
committerRay <[email protected]>2021-03-12 18:05:09 +0100
commit421c4e4cd85310bef3a8f79f89d23e3a1eac9668 (patch)
treea49167a3f2c2ae7558c9a3a94696bc187ffbc824 /examples
parentcc62fcccc630fdc4badcad8381d5bb43eb71fa1f (diff)
downloadraylib.com-421c4e4cd85310bef3a8f79f89d23e3a1eac9668.tar.gz
raylib.com-421c4e4cd85310bef3a8f79f89d23e3a1eac9668.zip
Renamed FormatText() -> TextFormat()
Diffstat (limited to 'examples')
-rw-r--r--examples/web/audio/audio_multichannel_sound.c2
-rw-r--r--examples/web/core/core_input_gamepad.c12
-rw-r--r--examples/web/core/core_input_mouse_wheel.c2
-rw-r--r--examples/web/core/core_random_values.c2
-rw-r--r--examples/web/core/core_vr_simulator.c2
-rw-r--r--examples/web/core/core_window_flags.c2
-rw-r--r--examples/web/models/models_first_person_maze.c4
-rw-r--r--examples/web/models/models_mesh_picking.c10
-rw-r--r--examples/web/models/models_yaw_pitch_roll.c2
-rw-r--r--examples/web/shaders/shaders_basic_lighting.c4
-rw-r--r--examples/web/shaders/shaders_custom_uniform.c2
-rw-r--r--examples/web/shaders/shaders_eratosthenes.c2
-rw-r--r--examples/web/shaders/shaders_fog.c4
-rw-r--r--examples/web/shaders/shaders_julia_set.c2
-rw-r--r--examples/web/shaders/shaders_model_shader.c2
-rw-r--r--examples/web/shaders/shaders_palette_switch.c2
-rw-r--r--examples/web/shaders/shaders_postprocessing.c24
-rw-r--r--examples/web/shaders/shaders_raymarching.c2
-rw-r--r--examples/web/shaders/shaders_rlgl_mesh_instanced.c4
-rw-r--r--examples/web/shaders/shaders_shapes_textures.c2
-rw-r--r--examples/web/shaders/shaders_simple_mask.c6
-rw-r--r--examples/web/shaders/shaders_texture_drawing.c2
-rw-r--r--examples/web/shaders/shaders_texture_waves.c2
-rw-r--r--examples/web/shapes/shapes_collision_area.c2
-rw-r--r--examples/web/shapes/shapes_draw_circle_sector.c2
-rw-r--r--examples/web/shapes/shapes_draw_ring.c2
-rw-r--r--examples/web/textures/textures_bunnymark.c4
-rw-r--r--examples/web/textures/textures_image_processing.c4
-rw-r--r--examples/web/textures/textures_rectangle.c2
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++)