RENAMED: FormatText() -> TextFormat()
This function was renamed for consistency in raylib 3.0, just unified all examples to use TextFormat() instead of FormatText()
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36 changed files with 73 additions and 73 deletions
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@ -59,7 +59,7 @@ int main(void)
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if (IsGamepadAvailable(GAMEPAD_PLAYER1))
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{
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DrawText(FormatText("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
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DrawText(TextFormat("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
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if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID))
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{
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@ -106,8 +106,8 @@ int main(void)
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DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
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DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
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//DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
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//DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
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//DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
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//DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
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}
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else if (IsGamepadName(GAMEPAD_PLAYER1, PS3_NAME_ID))
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{
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@ -161,14 +161,14 @@ int main(void)
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// TODO: Draw generic gamepad
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}
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DrawText(FormatText("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON);
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DrawText(TextFormat("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON);
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for (int i = 0; i < GetGamepadAxisCount(GAMEPAD_PLAYER1); i++)
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{
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DrawText(FormatText("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY);
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DrawText(TextFormat("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY);
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}
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if (GetGamepadButtonPressed() != -1) DrawText(FormatText("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
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if (GetGamepadButtonPressed() != -1) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
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else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
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}
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else
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@ -43,7 +43,7 @@ int main(void)
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DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON);
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DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY);
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DrawText(FormatText("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY);
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DrawText(TextFormat("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -68,7 +68,7 @@ int main(void)
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{
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// Draw circle and touch index number
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DrawCircleV(touchPosition, 34, ORANGE);
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DrawText(FormatText("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK);
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DrawText(TextFormat("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK);
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}
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}
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@ -50,7 +50,7 @@ int main(void)
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DrawText("Every 2 seconds a new random value is generated:", 130, 100, 20, MAROON);
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DrawText(FormatText("%i", randValue), 360, 180, 80, LIGHTGRAY);
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DrawText(TextFormat("%i", randValue), 360, 180, 80, LIGHTGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -65,10 +65,10 @@ int main(void)
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ClearBackground(RAYWHITE);
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DrawText(FormatText("SCORE: %i", score), 280, 130, 40, MAROON);
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DrawText(FormatText("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK);
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DrawText(TextFormat("SCORE: %i", score), 280, 130, 40, MAROON);
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DrawText(TextFormat("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK);
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DrawText(FormatText("frames: %i", framesCounter), 10, 10, 20, LIME);
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DrawText(TextFormat("frames: %i", framesCounter), 10, 10, 20, LIME);
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DrawText("Press R to generate random numbers", 220, 40, 20, LIGHTGRAY);
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DrawText("Press ENTER to SAVE values", 250, 310, 20, LIGHTGRAY);
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@ -56,7 +56,7 @@ int main(void)
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hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
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// Distortion shader (uses device lens distortion and chroma)
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Shader distortion = LoadShader(0, FormatText("resources/distortion%i.fs", GLSL_VERSION));
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Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION));
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SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering
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