diff --git a/examples/audio/audio_multichannel_sound.c b/examples/audio/audio_multichannel_sound.c index 17975c49..fe811d33 100644 --- a/examples/audio/audio_multichannel_sound.c +++ b/examples/audio/audio_multichannel_sound.c @@ -51,7 +51,7 @@ int main(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/audio/audio_raw_stream.c b/examples/audio/audio_raw_stream.c index 85a77bc0..1130eae0 100644 --- a/examples/audio/audio_raw_stream.c +++ b/examples/audio/audio_raw_stream.c @@ -134,7 +134,7 @@ int main(void) ClearBackground(RAYWHITE); - DrawText(FormatText("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED); + DrawText(TextFormat("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED); DrawText("click mouse button to change frequency", 10, 10, 20, DARKGRAY); // Draw the current buffer state proportionate to the screen diff --git a/examples/core/core_input_gamepad.c b/examples/core/core_input_gamepad.c index ab4b731a..bf9d219c 100644 --- a/examples/core/core_input_gamepad.c +++ b/examples/core/core_input_gamepad.c @@ -59,7 +59,7 @@ int main(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)) { @@ -106,8 +106,8 @@ int main(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)) { @@ -161,14 +161,14 @@ int main(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/core/core_input_mouse_wheel.c b/examples/core/core_input_mouse_wheel.c index 7c3e2a16..232d62c1 100644 --- a/examples/core/core_input_mouse_wheel.c +++ b/examples/core/core_input_mouse_wheel.c @@ -43,7 +43,7 @@ int main(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/core/core_input_multitouch.c b/examples/core/core_input_multitouch.c index 1870b908..a19a3fea 100644 --- a/examples/core/core_input_multitouch.c +++ b/examples/core/core_input_multitouch.c @@ -68,7 +68,7 @@ int main(void) { // Draw circle and touch index number DrawCircleV(touchPosition, 34, ORANGE); - DrawText(FormatText("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK); + DrawText(TextFormat("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK); } } diff --git a/examples/core/core_random_values.c b/examples/core/core_random_values.c index 52dabe0a..260e708c 100644 --- a/examples/core/core_random_values.c +++ b/examples/core/core_random_values.c @@ -50,7 +50,7 @@ int main(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/core/core_storage_values.c b/examples/core/core_storage_values.c index 1592c059..2ae1cc39 100644 --- a/examples/core/core_storage_values.c +++ b/examples/core/core_storage_values.c @@ -65,10 +65,10 @@ int main(void) ClearBackground(RAYWHITE); - DrawText(FormatText("SCORE: %i", score), 280, 130, 40, MAROON); - DrawText(FormatText("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK); + DrawText(TextFormat("SCORE: %i", score), 280, 130, 40, MAROON); + DrawText(TextFormat("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK); - DrawText(FormatText("frames: %i", framesCounter), 10, 10, 20, LIME); + DrawText(TextFormat("frames: %i", framesCounter), 10, 10, 20, LIME); DrawText("Press R to generate random numbers", 220, 40, 20, LIGHTGRAY); DrawText("Press ENTER to SAVE values", 250, 310, 20, LIGHTGRAY); diff --git a/examples/core/core_vr_simulator.c b/examples/core/core_vr_simulator.c index 76e22b1a..8d24983c 100644 --- a/examples/core/core_vr_simulator.c +++ b/examples/core/core_vr_simulator.c @@ -56,7 +56,7 @@ int main(void) hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 // Distortion shader (uses device lens distortion and chroma) - Shader distortion = LoadShader(0, FormatText("resources/distortion%i.fs", GLSL_VERSION)); + Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION)); SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering diff --git a/examples/models/models_mesh_picking.c b/examples/models/models_mesh_picking.c index f600aae8..81becbf8 100644 --- a/examples/models/models_mesh_picking.c +++ b/examples/models/models_mesh_picking.c @@ -160,25 +160,25 @@ int main(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/models/models_yaw_pitch_roll.c b/examples/models/models_yaw_pitch_roll.c index 65273811..77f80063 100644 --- a/examples/models/models_yaw_pitch_roll.c +++ b/examples/models/models_yaw_pitch_roll.c @@ -195,6 +195,6 @@ 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); } diff --git a/examples/shaders/shaders_basic_lighting.c b/examples/shaders/shaders_basic_lighting.c index 21883efa..95df69c2 100644 --- a/examples/shaders/shaders_basic_lighting.c +++ b/examples/shaders/shaders_basic_lighting.c @@ -69,8 +69,8 @@ int main(void) modelB.materials[0].maps[MAP_DIFFUSE].texture = texture; modelC.materials[0].maps[MAP_DIFFUSE].texture = texture; - Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), - FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); + Shader 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/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c index 1c82bba2..2e46bc13 100644 --- a/examples/shaders/shaders_custom_uniform.c +++ b/examples/shaders/shaders_custom_uniform.c @@ -51,7 +51,7 @@ int main(void) // Load postprocessing shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION)); + Shader 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/shaders/shaders_eratosthenes.c b/examples/shaders/shaders_eratosthenes.c index 068fc26c..3bd83d0f 100644 --- a/examples/shaders/shaders_eratosthenes.c +++ b/examples/shaders/shaders_eratosthenes.c @@ -44,7 +44,7 @@ int main(void) // Load Eratosthenes shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION)); + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION)); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/shaders/shaders_fog.c b/examples/shaders/shaders_fog.c index 53fd9407..35f0a9e7 100644 --- a/examples/shaders/shaders_fog.c +++ b/examples/shaders/shaders_fog.c @@ -67,8 +67,8 @@ int main(void) modelC.materials[0].maps[MAP_DIFFUSE].texture = texture; // Load shader and set up some uniforms - Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), - FormatText("resources/shaders/glsl%i/fog.fs", GLSL_VERSION)); + Shader 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/shaders/shaders_hot_reloading.c b/examples/shaders/shaders_hot_reloading.c index dcd3f801..fb645c86 100644 --- a/examples/shaders/shaders_hot_reloading.c +++ b/examples/shaders/shaders_hot_reloading.c @@ -32,11 +32,11 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading"); const char *fragShaderFileName = "resources/shaders/glsl%i/reload.fs"; - long fragShaderFileModTime = GetFileModTime(FormatText(fragShaderFileName, GLSL_VERSION)); + long fragShaderFileModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION)); // Load raymarching shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - Shader shader = LoadShader(0, FormatText(fragShaderFileName, GLSL_VERSION)); + Shader shader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION)); // Get shader locations for required uniforms int resolutionLoc = GetShaderLocation(shader, "resolution"); @@ -68,13 +68,13 @@ int main(void) // Hot shader reloading if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) { - long currentFragShaderModTime = GetFileModTime(FormatText(fragShaderFileName, GLSL_VERSION)); + long currentFragShaderModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION)); // Check if shader file has been modified if (currentFragShaderModTime != fragShaderFileModTime) { // Try reloading updated shader - Shader updatedShader = LoadShader(0, FormatText(fragShaderFileName, GLSL_VERSION)); + Shader updatedShader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION)); if (updatedShader.id != GetShaderDefault().id) // It was correctly loaded { @@ -108,7 +108,7 @@ int main(void) DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); EndShaderMode(); - DrawText(FormatText("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s", + DrawText(TextFormat("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s", shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK); if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK); diff --git a/examples/shaders/shaders_julia_set.c b/examples/shaders/shaders_julia_set.c index e64b622b..91067a10 100644 --- a/examples/shaders/shaders_julia_set.c +++ b/examples/shaders/shaders_julia_set.c @@ -46,7 +46,7 @@ int main(void) // Load julia set shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION)); + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION)); // c constant to use in z^2 + c float c[2] = { POINTS_OF_INTEREST[0][0], POINTS_OF_INTEREST[0][1] }; diff --git a/examples/shaders/shaders_model_shader.c b/examples/shaders/shaders_model_shader.c index 8224a337..4a2d6912 100644 --- a/examples/shaders/shaders_model_shader.c +++ b/examples/shaders/shaders_model_shader.c @@ -48,7 +48,7 @@ int main(void) // Load shader for model // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); + Shader 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/shaders/shaders_palette_switch.c b/examples/shaders/shaders_palette_switch.c index 6bc27827..0f6055bc 100644 --- a/examples/shaders/shaders_palette_switch.c +++ b/examples/shaders/shaders_palette_switch.c @@ -81,7 +81,7 @@ 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 shader = LoadShader(0, FormatText("resources/shaders/glsl%i/palette_switch.fs", GLSL_VERSION)); + Shader 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/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c index ed9da8bb..931c3a87 100644 --- a/examples/shaders/shaders_postprocessing.c +++ b/examples/shaders/shaders_postprocessing.c @@ -84,18 +84,18 @@ int main(void) Shader shaders[MAX_POSTPRO_SHADERS] = { 0 }; // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - 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)); int currentShader = FX_GRAYSCALE; diff --git a/examples/shaders/shaders_raymarching.c b/examples/shaders/shaders_raymarching.c index 5d297e36..e9ab3f14 100644 --- a/examples/shaders/shaders_raymarching.c +++ b/examples/shaders/shaders_raymarching.c @@ -40,7 +40,7 @@ int main(void) // Load raymarching shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION)); + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION)); // Get shader locations for required uniforms int viewEyeLoc = GetShaderLocation(shader, "viewEye"); diff --git a/examples/shaders/shaders_shapes_textures.c b/examples/shaders/shaders_shapes_textures.c index cf53bf99..4d4c964c 100644 --- a/examples/shaders/shaders_shapes_textures.c +++ b/examples/shaders/shaders_shapes_textures.c @@ -38,7 +38,7 @@ 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 shader = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/shaders/shaders_simple_mask.c b/examples/shaders/shaders_simple_mask.c index 88163b34..b24d7216 100644 --- a/examples/shaders/shaders_simple_mask.c +++ b/examples/shaders/shaders_simple_mask.c @@ -56,7 +56,7 @@ int main(void) Model model3 = LoadModelFromMesh(sphere); // Load the shader - Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/mask.fs", GLSL_VERSION)); + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mask.fs", GLSL_VERSION)); // Load and apply the diffuse texture (colour map) Texture texDiffuse = LoadTexture("resources/plasma.png"); @@ -118,8 +118,8 @@ int main(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/shaders/shaders_spotlight.c b/examples/shaders/shaders_spotlight.c index 6d1d5bae..d2394b4f 100644 --- a/examples/shaders/shaders_spotlight.c +++ b/examples/shaders/shaders_spotlight.c @@ -93,7 +93,7 @@ int main(void) // Use default vert shader - Shader spotShader = LoadShader(0, FormatText("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION)); + Shader spotShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION)); // Get the locations of spots in the shader Spot spots[MAXSPOT]; diff --git a/examples/shaders/shaders_texture_drawing.c b/examples/shaders/shaders_texture_drawing.c index 697000bc..c5a33263 100644 --- a/examples/shaders/shaders_texture_drawing.c +++ b/examples/shaders/shaders_texture_drawing.c @@ -35,7 +35,7 @@ int main(void) UnloadImage(imBlank); // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version - Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION)); + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION)); float time = 0.0f; int timeLoc = GetShaderLocation(shader, "uTime"); diff --git a/examples/shaders/shaders_texture_waves.c b/examples/shaders/shaders_texture_waves.c index c0450361..ca41620e 100644 --- a/examples/shaders/shaders_texture_waves.c +++ b/examples/shaders/shaders_texture_waves.c @@ -39,7 +39,7 @@ int main(void) Texture2D texture = LoadTexture("resources/space.png"); // Load shader and setup location points and values - Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION)); + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION)); int secondsLoc = GetShaderLocation(shader, "secondes"); int freqXLoc = GetShaderLocation(shader, "freqX"); diff --git a/examples/shapes/shapes_collision_area.c b/examples/shapes/shapes_collision_area.c index 0deba0dd..c7fb590a 100644 --- a/examples/shapes/shapes_collision_area.c +++ b/examples/shapes/shapes_collision_area.c @@ -90,7 +90,7 @@ int main(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/shapes/shapes_draw_circle_sector.c b/examples/shapes/shapes_draw_circle_sector.c index ae6de5ff..60298cfe 100644 --- a/examples/shapes/shapes_draw_circle_sector.c +++ b/examples/shapes/shapes_draw_circle_sector.c @@ -64,7 +64,7 @@ int main(void) segments = GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", segments, 0, 100, true); //------------------------------------------------------------------------------ - 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/shapes/shapes_draw_rectangle_rounded.c b/examples/shapes/shapes_draw_rectangle_rounded.c index c183e88b..da6ec70a 100644 --- a/examples/shapes/shapes_draw_rectangle_rounded.c +++ b/examples/shapes/shapes_draw_rectangle_rounded.c @@ -72,7 +72,7 @@ int main(void) drawRect = GuiCheckBox((Rectangle){ 640, 380, 20, 20}, "DrawRect", drawRect); //------------------------------------------------------------------------------ - DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 640, 280, 10, (segments >= 4)? MAROON : DARKGRAY); + DrawText(TextFormat("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 640, 280, 10, (segments >= 4)? MAROON : DARKGRAY); DrawFPS(10, 10); diff --git a/examples/shapes/shapes_draw_ring.c b/examples/shapes/shapes_draw_ring.c index a90feab7..b363dc07 100644 --- a/examples/shapes/shapes_draw_ring.c +++ b/examples/shapes/shapes_draw_ring.c @@ -77,7 +77,7 @@ int main(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/text/text_font_filters.c b/examples/text/text_font_filters.c index 60b16a04..d90c4277 100644 --- a/examples/text/text_font_filters.c +++ b/examples/text/text_font_filters.c @@ -109,8 +109,8 @@ int main(void) //DrawRectangleLines(fontPosition.x, fontPosition.y, textSize.x, textSize.y, RED); DrawRectangle(0, screenHeight - 80, screenWidth, 80, LIGHTGRAY); - DrawText(FormatText("Font size: %02.02f", fontSize), 20, screenHeight - 50, 10, DARKGRAY); - DrawText(FormatText("Text size: [%02.02f, %02.02f]", textSize.x, textSize.y), 20, screenHeight - 30, 10, DARKGRAY); + DrawText(TextFormat("Font size: %02.02f", fontSize), 20, screenHeight - 50, 10, DARKGRAY); + DrawText(TextFormat("Text size: [%02.02f, %02.02f]", textSize.x, textSize.y), 20, screenHeight - 30, 10, DARKGRAY); DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, GRAY); if (currentFontFilter == 0) DrawText("POINT", 570, 400, 20, BLACK); diff --git a/examples/text/text_font_sdf.c b/examples/text/text_font_sdf.c index 2cbe5150..2be4a068 100644 --- a/examples/text/text_font_sdf.c +++ b/examples/text/text_font_sdf.c @@ -55,7 +55,7 @@ int main(void) UnloadImage(atlas); // Load SDF required shader (we use default vertex shader) - Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION)); + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION)); SetTextureFilter(fontSDF.texture, FILTER_BILINEAR); // Required for SDF font Vector2 fontPosition = { 40, screenHeight/2 - 50 }; @@ -110,7 +110,7 @@ int main(void) else DrawText("default font", 315, 40, 30, GRAY); DrawText("FONT SIZE: 16.0", GetScreenWidth() - 240, 20, 20, DARKGRAY); - DrawText(FormatText("RENDER SIZE: %02.02f", fontSize), GetScreenWidth() - 240, 50, 20, DARKGRAY); + DrawText(TextFormat("RENDER SIZE: %02.02f", fontSize), GetScreenWidth() - 240, 50, 20, DARKGRAY); DrawText("Use MOUSE WHEEL to SCALE TEXT!", GetScreenWidth() - 240, 90, 10, DARKGRAY); DrawText("HOLD SPACE to USE SDF FONT VERSION!", 340, GetScreenHeight() - 30, 20, MAROON); diff --git a/examples/text/text_format_text.c b/examples/text/text_format_text.c index a9f04176..63408eb9 100644 --- a/examples/text/text_format_text.c +++ b/examples/text/text_format_text.c @@ -41,13 +41,13 @@ int main(void) ClearBackground(RAYWHITE); - DrawText(FormatText("Score: %08i", score), 200, 80, 20, RED); + DrawText(TextFormat("Score: %08i", score), 200, 80, 20, RED); - DrawText(FormatText("HiScore: %08i", hiscore), 200, 120, 20, GREEN); + DrawText(TextFormat("HiScore: %08i", hiscore), 200, 120, 20, GREEN); - DrawText(FormatText("Lives: %02i", lives), 200, 160, 40, BLUE); + DrawText(TextFormat("Lives: %02i", lives), 200, 160, 40, BLUE); - DrawText(FormatText("Elapsed Time: %02.02f ms", GetFrameTime()*1000), 200, 220, 20, BLACK); + DrawText(TextFormat("Elapsed Time: %02.02f ms", GetFrameTime()*1000), 200, 220, 20, BLACK); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/examples/text/text_input_box.c b/examples/text/text_input_box.c index 981ae80d..650ca207 100644 --- a/examples/text/text_input_box.c +++ b/examples/text/text_input_box.c @@ -86,7 +86,7 @@ int main(void) DrawText(name, textBox.x + 5, textBox.y + 8, 40, MAROON); - DrawText(FormatText("INPUT CHARS: %i/%i", letterCount, MAX_INPUT_CHARS), 315, 250, 20, DARKGRAY); + DrawText(TextFormat("INPUT CHARS: %i/%i", letterCount, MAX_INPUT_CHARS), 315, 250, 20, DARKGRAY); if (mouseOnText) { diff --git a/examples/textures/textures_bunnymark.c b/examples/textures/textures_bunnymark.c index 86605b90..8182102c 100644 --- a/examples/textures/textures_bunnymark.c +++ b/examples/textures/textures_bunnymark.c @@ -98,8 +98,8 @@ int main(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/textures/textures_rectangle.c b/examples/textures/textures_rectangle.c index 8be647a2..1665917e 100644 --- a/examples/textures/textures_rectangle.c +++ b/examples/textures/textures_rectangle.c @@ -71,7 +71,7 @@ int main(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++) diff --git a/src/core.c b/src/core.c index 95721405..16b13934 100644 --- a/src/core.c +++ b/src/core.c @@ -4494,7 +4494,7 @@ static void ProcessKeyboard(void) // Check screen capture key (raylib key: KEY_F12) if (CORE.Input.Keyboard.currentKeyState[301] == 1) { - TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter)); + TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter)); screenshotCounter++; } #endif @@ -4898,7 +4898,7 @@ static void *EventThread(void *arg) // Check screen capture key (raylib key: KEY_F12) if (CORE.Input.Keyboard.currentKeyState[301] == 1) { - TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter)); + TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter)); screenshotCounter++; } #endif