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RENAMED: FormatText() -> TextFormat()

This function was renamed for consistency in raylib 3.0, just unified all examples to use TextFormat() instead of FormatText()
raysan5 5 anos atrás
pai
commit
c32ae480af
36 arquivos alterados com 73 adições e 73 exclusões
  1. 1 1
      examples/audio/audio_multichannel_sound.c
  2. 1 1
      examples/audio/audio_raw_stream.c
  3. 6 6
      examples/core/core_input_gamepad.c
  4. 1 1
      examples/core/core_input_mouse_wheel.c
  5. 1 1
      examples/core/core_input_multitouch.c
  6. 1 1
      examples/core/core_random_values.c
  7. 3 3
      examples/core/core_storage_values.c
  8. 1 1
      examples/core/core_vr_simulator.c
  9. 5 5
      examples/models/models_mesh_picking.c
  10. 1 1
      examples/models/models_yaw_pitch_roll.c
  11. 2 2
      examples/shaders/shaders_basic_lighting.c
  12. 1 1
      examples/shaders/shaders_custom_uniform.c
  13. 1 1
      examples/shaders/shaders_eratosthenes.c
  14. 2 2
      examples/shaders/shaders_fog.c
  15. 5 5
      examples/shaders/shaders_hot_reloading.c
  16. 1 1
      examples/shaders/shaders_julia_set.c
  17. 1 1
      examples/shaders/shaders_model_shader.c
  18. 1 1
      examples/shaders/shaders_palette_switch.c
  19. 12 12
      examples/shaders/shaders_postprocessing.c
  20. 1 1
      examples/shaders/shaders_raymarching.c
  21. 1 1
      examples/shaders/shaders_shapes_textures.c
  22. 3 3
      examples/shaders/shaders_simple_mask.c
  23. 1 1
      examples/shaders/shaders_spotlight.c
  24. 1 1
      examples/shaders/shaders_texture_drawing.c
  25. 1 1
      examples/shaders/shaders_texture_waves.c
  26. 1 1
      examples/shapes/shapes_collision_area.c
  27. 1 1
      examples/shapes/shapes_draw_circle_sector.c
  28. 1 1
      examples/shapes/shapes_draw_rectangle_rounded.c
  29. 1 1
      examples/shapes/shapes_draw_ring.c
  30. 2 2
      examples/text/text_font_filters.c
  31. 2 2
      examples/text/text_font_sdf.c
  32. 4 4
      examples/text/text_format_text.c
  33. 1 1
      examples/text/text_input_box.c
  34. 2 2
      examples/textures/textures_bunnymark.c
  35. 1 1
      examples/textures/textures_rectangle.c
  36. 2 2
      src/core.c

+ 1 - 1
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();
         //----------------------------------------------------------------------------------

+ 1 - 1
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

+ 6 - 6
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

+ 1 - 1
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();
         //----------------------------------------------------------------------------------

+ 1 - 1
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);
                 }
             }
 

+ 1 - 1
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();
         //----------------------------------------------------------------------------------

+ 3 - 3
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);

+ 1 - 1
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
 

+ 5 - 5
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);

+ 1 - 1
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);
 }

+ 2 - 2
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");

+ 1 - 1
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

+ 1 - 1
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
     //--------------------------------------------------------------------------------------

+ 2 - 2
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");
 

+ 5 - 5
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);
             

+ 1 - 1
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] };

+ 1 - 1
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

+ 1 - 1
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

+ 12 - 12
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;
 

+ 1 - 1
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");

+ 1 - 1
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
     //--------------------------------------------------------------------------------------

+ 3 - 3
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);
 

+ 1 - 1
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];

+ 1 - 1
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");

+ 1 - 1
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");

+ 1 - 1
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);

+ 1 - 1
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);
             

+ 1 - 1
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);
 

+ 1 - 1
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);
 

+ 2 - 2
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);

+ 2 - 2
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);

+ 4 - 4
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();
         //----------------------------------------------------------------------------------

+ 1 - 1
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)
             {

+ 2 - 2
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);
 

+ 1 - 1
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++)

+ 2 - 2
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