mirror of
https://github.com/amix/vimrc
synced 2024-12-19 16:33:14 +00:00
705 lines
16 KiB
Text
705 lines
16 KiB
Text
#BASICS
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# doc
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snippet doc
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/**
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* ${1:Description}
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*
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* @author ${2:name}
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* @since ${3:`strftime("%d/%m/%y %H:%M:%S")`}
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*/
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${0}
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# doc comment
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snippet docc
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/**
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* ${1:@private}$0
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*/
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${0}
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# class
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snippet class
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${1:public }class ${2:`fnamemodify(bufname("%"),":t:r")`} ${3:extends}
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{
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//--------------------------------------
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// CONSTRUCTOR
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//--------------------------------------
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public $2 (${4:arguments}) {
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${0:// expression}
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}
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}
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# package
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snippet package
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/**
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* ${1:Description}
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*
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* @author ${2:$TM_FULLNAME}
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* @since ${3:`strftime("%d/%m/%y %H:%M:%S")`}
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*/
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package ${0:package};
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# function
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snippet fun
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${1:void/private/protected/public}${2: static} ${3:name}(${4}) {
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${5://if not void return null;}
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}
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${0}
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snippet fn
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${1:void }${2:name}(${3}) {
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${4://if not void return null;}
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}
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${0}
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# constant
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snippet const
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static final ${1:Object} ${2:VAR_NAM} = ${0};
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# var
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snippet var
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${1:private/public }${2:static }${3:String} ${4:str}${5: =}${0:value};
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# var objects
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snippet obj
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${1:private/public }${2:Object} ${3:o}${4: = new }$2(${0});
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#loop for
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snippet for
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for (int ${2:i} = 0; $2 < ${1:Things}.length; $2${3:++}) {
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${0:$1[$2]}
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};
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#loop while
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snippet wh
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while ($1) {
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${0}
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}
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#break
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snippet break
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break ${1:label};
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#case
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snippet case
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case ${1:expression} :
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${0}
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break;
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#default
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snippet default
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default :
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${1}
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break;
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#switch
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snippet switch
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switch(${1:expression}) {
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case '${3:case}':
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${4}
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break;
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${0}
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default:
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${2}
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}
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#try
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snippet try
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try {
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${0:${VISUAL}}
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} catch(${1:Exception} ${2:e}) {
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}
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#try catch finally
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snippet tryf
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try {
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${0:${VISUAL}}
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} catch(${1:Exception} ${2:e}) {
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} finally {
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}
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#throw
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snippet throw
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throw new ("${1:Exception()}");
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#ternary
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snippet ?
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? ${1:trueExpression} : ${2:falseExpression}
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${0}
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snippet if
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if (${1:true}) {${0}}
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# if ... else
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snippet ife
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if (${1:true}) {${2}}
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else{${0}}
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#get
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snippet get
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public ${1:String} get${2}() {
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return ${0:fieldName};
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}
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#set
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snippet set
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public void set${1}(${0:String} new${1}) {
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${1:fieldName} = new${1};
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}
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#printIn
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snippet println
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println("${1:`fnamemodify(bufname("%"),":t:r")`}::${2:method}() "${3: +} ${0});
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#println string
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snippet pr
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println("${0}");
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#setup draw
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snippet setup
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void setup(){
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${1}
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}
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void draw(){
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${0}
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}
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#setup OPENGL
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snippet opengl
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import processing.opengl.*;
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import javax.media.opengl.*;
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PGraphicsOpenGL pgl;
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GL gl;
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void setup(){
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size( ${1:300}, ${2:300}, OPENGL );
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colorMode( RGB, 1.0 );
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hint( ENABLE_OPENGL_4X_SMOOTH );
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pgl = (PGraphicsOpenGL) g;
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gl = pgl.gl;
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gl.setSwapInterval(1);
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initGL();
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${3}
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}
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void draw(){
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pgl.beginGL();
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${4}
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pgl.endGL();
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getOpenGLErrors();
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}
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void initGL(){
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${0}
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}
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void getOpenGLErrors(){
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int error = gl.glGetError();
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switch (error){
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case 1280 :
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println("GL_INVALID_ENUM - An invalid enumerant was passed to an OpenGL command.");
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break;
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case 1282 :
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println("GL_INVALID_OPERATION - An OpenGL command was issued that was invalid or inappropriate for the current state.");
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break;
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case 1281 :
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println("GL_INVALID_VALUE - A value was passed to OpenGL that was outside the allowed range.");
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break;
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case 1285 :
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println("GL_OUT_OF_MEMORY - OpenGL was unable to allocate enough memory to process a command.");
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break;
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case 1283 :
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println("GL_STACK_OVERFLOW - A command caused an OpenGL stack to overflow.");
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break;
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case 1284 :
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println("GL_STACK_UNDERFLOW - A command caused an OpenGL stack to underflow.");
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break;
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case 32817 :
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println("GL_TABLE_TOO_LARGE");
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break;
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}
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}
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#GL Functions
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snippet gl begin gl
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pgl.beginGL();
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${0}
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pgl.endGL();
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snippet gl gl swap interval
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// specify the minimum swap interval for buffer swaps.
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gl.setSwapInterval(${0:interval});
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snippet gl gl call list
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// execute a display list
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gl.glCallList(${0:list});
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snippet gl gl gen buffers
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// import java.nio.IntBuffer;
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// import java.nio.FloatBuffer;
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// import com.sun.opengl.util.BufferUtil;
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// You might need to create four buffers to store vertext data, normal data, texture coordinate data, and indices in vertex arrays
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IntBuffer bufferObjects = IntBuffer.allocate(${1:4});
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gl.glGenBuffers($1, bufferObjects);
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int vertexCount = ${2:3};
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int numCoordinates = ${0:3};
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// vertexCount * numCoordinates
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FloatBuffer vertices = BufferUtil.newFloatBuffer(vertexCount * numCoordinates);
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float[] v = {0.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 1.0f};
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vertices.put(v);
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// Bind the first buffer object ID for use with vertext array data
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gl.glBindBuffer(GL.GL_ARRAY_BUFFER, bufferObjects.get(0));
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gl.glBufferData(GL.GL_ARRAY_BUFFER, vertexCount * numCoordinates * BufferUtil.SIZEOF_FLOAT, vertices, GL.GL_STATIC_DRAW);
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snippet gl gl bind buffer
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${0:// A buffer ID of zero unbinds a buffer object}
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gl.glBindBuffer(GL.GL_ARRAY_BUFFER, ${1:0});
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snippet gl gl delete buffers
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${0:// Parameters are the same for glGenBuffers}
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gl.glDeleteBuffers(${1:4}, ${2:bufferObjects});
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snippet gl gl depth mask
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// enable or disable writing into the depth buffer
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gl.glDepthMask(${0:flag});
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snippet gl gl load identity
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// replaces the top of the active matrix stack with the identity matrix
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gl.glLoadIdentity();
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snippet gl gl tex coord 2f
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// set the current texture coordinates - 2 floats
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gl.glTexCoord2f(${1:0.0f}, ${0:0.0f});
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snippet gl gl vertex 2f
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gl.glVertex2f(${1:0.0f}, ${0:0.0f});
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snippet gl gl vertex 3f
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gl.glVertex3f(${1:0.0f}, ${2:0.0f}, ${0:0.0f});
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snippet gl gl translate f
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// multiply the current matrix by a translation matrix
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gl.glTranslatef(${1:x}, ${2:y}, ${0:z});
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snippet gl gl rotate f
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// rotate, x-axis, y-axis, z-axiz
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gl.glRotatef(${1:angle}, ${2:x}, ${3:y}, ${0:z});
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snippet gl gl scale f
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// multiply the current matrix by a general scaling matrix
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gl.glScalef(${1:x}, ${2:y}, ${0:z});
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snippet gl gl color 4f
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gl.glColor4f(${1:red}, ${2:green}, ${3:blue}, ${0:alpha});
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snippet gl gl clear color
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gl.glClearColor(${1:red}, ${2:green}, ${3:blue}, ${0:alpha});
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snippet gl gl color 3f
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gl.glColor3f(${1:red}, ${2:green}, ${0:blue});
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snippet gl gl push matrix
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// spush and pop the current matrix stack
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gl.glPushMatrix();
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${0}
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gl.glPopMatrix();
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snippet gl gl gen lists
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gl.glGenLists(${0:1})
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snippet gl gl flush
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// Empties buffers. Call this when all previous issues commands completed
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gl.glFlush();
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${0}
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snippet gl gl get error
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println(gl.glGetError());
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snippet gl gl clear
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gl.glClear(${1:GL.GL_COLOR_BUFFER_BIT}${2: | }${0:GL.GL_DEPTH_BUFFER_BIT});
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#frame operations
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snippet frameRate
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frameRate(${1:30});
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${0}
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snippet saveFrame
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saveFrame("${1:filename-####}${0:.ext}");
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#size
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snippet size normal
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size(${1:200}, ${2:200}${0:, P3D});
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snippet size opengl
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size(${1:200}, ${2:200}${0:, OPENGL});
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#PRIMITIVES
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#color
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snippet color
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color ${1:c}${2: = color(}${3:value1, }${4:value2, }${0:value3)};
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#char
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snippet char
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char ${1:m}${2: = "}${0:char"};
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#float
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snippet float
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float ${1:f}${2: = }${0:0.0f};
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#int
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snippet int
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int ${1:f}${2: = }${0:0};
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#boolean
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snippet boolean
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boolean ${1:b}${2: = }${0:true};
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#byte
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snippet byte
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byte ${1:b}${2: = }${0:127};
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#string
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snippet string
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String ${1:str}${2: = "}${0:CCCP"};
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#array
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snippet array
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${1:int}[] ${2:numbers}${3: = new $1}[${0:length}];
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#object
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snippet object
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${1:Object} ${2:o}${3: = new $1}(${0});
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#curve
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snippet curve
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curve(${1:x1}, ${2:y1}, ${3:x2}, ${4:y2}, ${5:x3}, ${6:y3}, ${7:x4}, ${0:y4});
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snippet curve 3D
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curve(${1:x1}, ${2:y1}, ${3:z1}, ${4:x2}, ${5:y2}, ${6:z2}, ${7:x3}, ${8:y3}, ${9:z3}, ${10:x4}, ${11:y4}, ${0:z4});
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snippet curveDetail
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curveDetail(${0:detail});
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snippet curvePoint
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curvePoint(${1:a}, ${2:b}, ${3:c}, ${4:d}, ${0:t});
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snippet curveTightness
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curveTightness(${0:squishy});
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#bezier
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snippet bezier
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bezier(${1:x1}, ${2:y1}, ${3:cx1}, ${4:cy1}, ${5:cx2}, ${6:cy2}, ${7:x2}, ${0:y2});
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snippet bezier 3D
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bezier(${1:x1}, ${2:y1}, ${3:z1}, ${4:cx1}, ${5:cy1}, ${6:cz1}, ${7:cx2}, ${8:cy2}, ${9:cz2}, ${10:x2}, ${11:y2}, ${0:z2});
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snippet bezierDetail
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bezierDetail(${0:detail});
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snippet bezierTangent
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bezierTangent(${1:a}, ${2:b}, ${3:c}, ${4:d}, ${0:t});
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snippet bezierPoint
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bezierPoint(${1:a}, ${2:b}, ${3:c}, ${4:d}, ${0:t});
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#vertex
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snippet vertex
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vertex(${1:x}, ${2:y}${3:, }${4:u}${5:, }${0:v});
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snippet vertex 3D
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vertex(${1:x}, ${2:y}, ${3:z}${4:, }${5:u}${6:, }${0:v});
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snippet bezierVertex
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bezierVertex(${1:cx1}, ${2:cy1}, ${3:cx2}, ${4:cy2}, ${5:x}, ${0:y});
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snippet bezierVertex 3D
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bezierVertex(${1:cx1}, ${2:cy1}, ${3:cz1}, ${4:cx2}, ${5:cy2}, ${6:cz2}, ${7:x}, ${8:y}, ${0:z});
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snippet curveVertex
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curveVertex(${1:x}, ${0:y});
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snippet curveVertex 3D
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curveVertex(${1:x}, ${2:y}, ${0:z});
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#stroke
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snippet stroke
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stroke(${1:value1}, ${2:value2}, ${3:value3}${4:, }${0:alpha});
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snippet strokeWeight
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strokeWeight(${0:1});
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#mouse
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snippet mouseDragged
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void mouseDragged(){
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${0}
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}
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snippet mouseMoved
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void mouseMoved(){
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${0}
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}
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snippet mouseReleased
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void mouseReleased(){
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${0}
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}
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snippet mousePressed
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void mousePressed(){
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${0}
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}
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#key
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snippet keyReleased
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void keyReleased(){
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${0}
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}
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snippet keyTyped
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void keyTyped(){
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${0}
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}
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snippet keyPressed
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void keyPressed(){
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${0}
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}
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#file
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snippet loadStrings
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loadStrings("${0:filename}");
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snippet saveStrings
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saveStrings(${1:filename}, ${0:strings});
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snippet loadBytes
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loadBytes("${0:filename}");
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snippet beginRecord
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beginRecord(${1:renderer}, ${0:filename});
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snippet saveBytes
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saveBytes(${1:filename}, ${0:bytes});
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snippet createWriter
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createWriter(${0:filename});
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snippet createReader
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createReader(${0:filename});
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#matrix
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snippet pushMatrix
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pushMatrix();
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${0:};
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popMatrix();
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#text
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snippet text data
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text(${1:data}, ${2:x}, ${3:y}${4:, }${0:z});
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snippet text stringdata
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text(${1:stringdata}, ${2:x}, ${3:y}, ${4:width}, ${5:height}${6:, }${0:z});
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snippet textSize
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textSize(${0:size});
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snippet textLeading
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textLeading(${0:size});
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snippet textWidth
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textWidth(${0:data});
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snippet font
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PFont ${1:font};
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$1 = loadFont("${0:FFScala-32.vlw}");
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#load font
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snippet loadFont
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${1:font} = loadFont("${0:FFScala-32.vlw}");
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snippet textFont
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textFont(${1:font}${2:, }${0:size});
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#math
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snippet tan
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tan(${0:rad});
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snippet atan
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atan(${0:rad});
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snippet atan2
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atan2(${0:rad});
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snippet sin
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sin(${0:rad});
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snippet asin
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asin(${0:rad});
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snippet cos
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cos(${0:rad});
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snippet acos
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acos(${0:rad});
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snippet degrees
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degrees(${0:rad});
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snippet radians
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radians(${0:deg});
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snippet randomSseed
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randomSeed(${0:value});
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snippet random
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random(${1:value1}${2:, }${0:value2});
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snippet pow
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pow(${1:num}, ${0:exponent});
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snippet floor
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floor(${0:value});
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snippet sqrt
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sqrt(${0:value});
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snippet abs
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abs(${0:value});
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snippet sq
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sq(${0:value});
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snippet ceil
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ceil(${0:value});
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snippet exp
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exp(${0:value});
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snippet round
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round(${0:value}};
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snippet min
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min(${1:value1}, ${2:value2}${3:, }${0:value3});
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snippet max
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max(${1:value1}, ${2:value2}${3:, }${0:value3});
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snippet max array
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max(${0:array});
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snippet min array
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min(${0:array});
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snippet log
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log(${0:value});
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snippet map
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map(${1:value}, ${2:low1}, ${4:high1}, ${5:low2}, ${0:high2});
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snippet norm
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norm(${1:value}, ${2:low}, ${0:high});
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snippet constrain
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constrain(${1:value}, ${2:min}, ${0:max});
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snippet mag
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mag(${1:a}, ${2:b}${3:, }${0:c});
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snippet dist
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dist(${1:x1}, ${2:y1}, ${4:x2}, ${0:y2});
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snippet dist 3D
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dist(${1:x1}, ${2:y1}, ${3:z1}, ${4:x2}, ${5:y2}, ${0:z2});
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#noise math
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snippet noise
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noise(${1:x}${2:, }${3:y}${4:, }${0:z});
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snippet noiseDetail
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noiseDetail(${1:octaves}${2:, }${0:falloff});
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snippet noiseSeed
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noiseSeed(${0:x});
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#material
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snippet shininess
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shininess(${0:shine});
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snippet specular
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specular(${1:value1}, ${2:value2}, ${3:value3}${4:, }${0:alpha});
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snippet ambient
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ambient(${1:value1}, ${2:value2}, ${0:value3});
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snippet emissive
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emissive(${1:value1}, ${2:value2}, ${0:value3});
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#light
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snippet diretionalLight
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directionalLight(${1:v1}, ${2:v2}, ${3:v3}, ${4:nx}, ${5:ny}, ${0:nz});
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snippet pointLight
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pointLight(${1:v1}, ${2:v2}, ${3:v3}, ${4:nx}, ${5:ny}, ${0:nz});
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snippet lightFalloff
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lightFalloff(${1:constant}, ${2:linear}, ${0:quadratic});
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snippet normal
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normal(${1:nx}, ${2:ny}, ${0:nz});
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snippet lightSpecular
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lightSpecular(${1:v1}, ${2:v2}, ${0:v3});
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snippet ambientLight
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ambientLight(${1:v1}, ${2:v2}, ${3:v3}${7:, ${4:x}, ${5:y}, ${0:z}});
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snippet spotLight
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spotLight(${1:v1}, ${2:v2}, ${3:v3}, ${4:x}, ${5:y}, ${6:z}, ${7:nx}, ${8:ny}, ${9:nz}, ${10:angle}, ${0:concentration});
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#camera
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snippet camera
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camera(${1:eyeX}, ${2:eyeY}, ${3:eyeZ}, ${4:centerX}, ${5:centerY}, ${6:centerZ}, ${7:upX}, ${8:upY}, ${0:upZ});
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snippet ortho
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ortho(${1:left}, ${2:right}, ${3:bottom}, ${4:top}, ${5:near}, ${0:far});
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snippet perspective
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perspective(${1:fov}, ${2:aspect}, ${3:zNear}, ${0:zFar});
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snippet frustrum
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frustrum(${1:left}, ${2:right}, ${3:bottom}, ${4:top}, ${5:near}, ${0:far});
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#transformations
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snippet rotate
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rotate${1:X}(${0:angle});
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snippet translate
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translate(${1:x}, ${2:y}${3:, }${0:z});
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snippet scale size
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scale(${0:size});
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snippet scale
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scale(${1:x}, ${2:y}${3:, }${0:z});
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#coordinates
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snippet coord
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${1:model/screen}${2:X}(${3:x}, ${4:y}, ${0:z});
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#effects
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|
snippet brightness
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|
brightness(${0:color});
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|
snippet lerpColor
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|
lerpColor(${1:c1}, ${2:c2}, ${0:amt});
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|
snippet saturation
|
|
saturation(${0:color});
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|
snippet hue
|
|
hue(${0:color});
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|
snippet alpha
|
|
alpha(${0:color});
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|
snippet tint
|
|
tint(${1:value1}, ${2:value2}, ${3:value3}${4:, }${0:alpha});
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|
#pixel
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|
snippet set pixel
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|
set(${1:x}, ${2:y}, ${0:color/image});
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|
snippet pixels
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|
pixels[${0:index}]
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|
snippet get pixel
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|
get(${1:x}, ${2:y}${3:, }${4:width}${5:, }${0:height});
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|
|
#geometric figures
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|
snippet triangle
|
|
triangle(${1:x1}, ${2:y1}, ${3:x2}, ${4:y2}, ${5:x3}, ${0:y3});
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|
snippet line
|
|
line(${1:x1}, ${2:y1}, ${3:x2}, ${0:y2});
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|
snippet line 3D
|
|
line(${1:x1}, ${2:y1}, ${3:z1}, ${4:x2}, ${5:y2}, ${0:z2});
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|
snippet arc
|
|
arc(${1:x}, ${2:y}, ${3:width}, ${4:height}, ${5:start}, ${0:stop});
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|
snippet point
|
|
point(${1:x}, ${2:y}${3:, }${0:z});
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|
snippet quad
|
|
quad(${1:x1}, ${2:y1}, ${3:x2}, ${4:y2}, ${5:x3}, ${6:y3}, ${7:x4}, ${0:y4});
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|
snippet ellipse
|
|
ellipse(${1:x}, ${2:y}, ${3:width}, ${0:height});
|
|
snippet rect
|
|
rect(${1:x}, ${2:y}, ${3:width}, ${0:height});
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|
snippet box
|
|
box(${1:width}, ${2:height}, ${0:depth});
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|
snippet sphere
|
|
sphere(${0:radius});
|
|
snippet sphereDetails
|
|
sphereDetail(${0:n});
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|
|
|
#array operations
|
|
snippet split
|
|
split("${1:str}"${2: , }${0:delimiter});
|
|
snippet splitTokens
|
|
splitTokens(${1:str}${2:, }${0:tokens});
|
|
snippet join
|
|
join(${1:strgArray}${2: , }${0:seperator});
|
|
snippet shorten
|
|
shorten(${0:array});
|
|
snippet concat
|
|
concat(${1:array1}, ${0:array2});
|
|
snippet subset
|
|
subset(${1:array}, ${0:offset});
|
|
snippet append
|
|
append(${1:array}, ${0:element});
|
|
snippet reverse
|
|
reverse(${0:array});
|
|
snippet splice
|
|
splice(${1:array}, ${2:value/array2}, ${0:index});
|
|
snippet sort
|
|
sort(${1:dataArray}${2:, }${0:count});
|
|
snippet expand
|
|
expand(${1:array}${2:, }${0:newSize});
|
|
snippet arrayCopy
|
|
arrayCopy(${1:src}, ${2:dest}, ${3:, }${0:length});
|
|
|
|
#string operations
|
|
snippet str
|
|
str("${0:str}");
|
|
snippet match
|
|
match(${1:str}, ${0:regexp});
|
|
snippet trim
|
|
trim(${0:str});
|
|
snippet nf
|
|
nf(${2:value}, ${3:left}${4:, }${0:right});
|
|
snippet nfs
|
|
nfs(${2:value}, ${3:left}${4:, }${0:right});
|
|
snippet nfp
|
|
nfp(${2:value}, ${3:left}${4:, }${0:right});
|
|
snippet nfc
|
|
nfc(${1:value}${2:, }${0:right});
|
|
|
|
#convert
|
|
snippet unbinary
|
|
unbinary("${0:str}"});
|
|
snippet hexadecimal
|
|
hex(${0:c});
|
|
snippet unhex
|
|
unhex(${0:c});
|
|
snippet binary
|
|
binary(${1:value}${2:, }${0:digits});
|
|
|
|
#image operations
|
|
snippet loadImage
|
|
loadImage(${0:filename});
|
|
snippet image
|
|
image(${1:img}, ${2:x}, ${3:y}${4:, }${5:width}${6:, }${0:height});
|
|
snippet copy
|
|
copy(${1:srcImg}${2:, }${3:x}, ${4:y}, ${5:width}, ${6:height}, ${7:dx}, ${8:dy}, ${9:dwidth}, ${0:dheight});
|
|
|
|
|
|
|
|
#containers
|
|
snippet bg
|
|
background(${1:value1}, ${2:value2}, ${3:value3}${4:, }${0:alpha});
|
|
snippet pg
|
|
PGraphics pg;
|
|
pg = createGraphics(${1:width}, ${2:height}${3:, }${0:applet});
|
|
snippet pimage
|
|
PImage(${1:width}, ${0:height});
|
|
|
|
#UTILS
|
|
#fill
|
|
snippet fill
|
|
fill(${1:value1}, ${2:value2}, ${3:value3}${4:, }${0:alpha});
|
|
#red
|
|
snippet red
|
|
red(${0:color});
|
|
#green
|
|
snippet green
|
|
green(${0:color});
|
|
#blue
|
|
snippet blue
|
|
blue(${0:color});
|
|
#status
|
|
snippet status
|
|
status(${0:text});
|
|
#param
|
|
snippet param
|
|
param(${0:s});
|
|
#link
|
|
snippet link
|
|
link(${1:url}${2:, }${0:target});
|
|
#@param
|
|
snippet @
|
|
@${1:param/return/private/public} ${1:parameter} ${0:description}
|