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ultimate-vim/sources_non_forked/vim-snippets/snippets/processing.snippets
amix 3f1cdba799 Updated all plugins that are non-forked. Added some new plugins.
Added update_plugins.py which can fetch new plugins from GitHub.

New plugins added: zencoding, vim-indent-object, taglist, nginx.vim
2013-04-13 14:45:21 -03:00

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Text

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