Added <h3>Advanced</h3> in the comments where it was missing

This commit is contained in:
Anadroid
2020-09-16 14:30:44 +02:00
parent 2cb1413ab4
commit fc6dccb6f0
6 changed files with 99 additions and 95 deletions
+94 -93
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@@ -6317,6 +6317,7 @@ public class PApplet implements PConstants {
* to the function, so that the program is not waiting for additional input.
* The callback is necessary because of how threading works.
*
* <h3>Advanced</h3>
* <pre>
* void setup() {
* selectInput("Select a file to process:", "fileSelected");
@@ -11179,44 +11180,44 @@ public class PApplet implements PConstants {
}
/**
*
* Using the <b>beginShape()</b> and <b>endShape()</b> functions allow creating
* more complex forms. <b>beginShape()</b> begins recording vertices for a shape
* and <b>endShape()</b> stops recording. The value of the <b>kind</b> parameter
* tells it which types of shapes to create from the provided vertices. With no
* mode specified, the shape can be any irregular polygon. The parameters
* available for beginShape() are POINTS, LINES, TRIANGLES, TRIANGLE_FAN,
* TRIANGLE_STRIP, QUADS, and QUAD_STRIP. After calling the <b>beginShape()</b>
* function, a series of <b>vertex()</b> commands must follow. To stop drawing
* the shape, call <b>endShape()</b>. The <b>vertex()</b> function with two
* parameters specifies a position in 2D and the <b>vertex()</b> function with
* three parameters specifies a position in 3D. Each shape will be outlined with
* the current stroke color and filled with the fill color. <br />
* <br />
* Transformations such as <b>translate()</b>, <b>rotate()</b>, and
* <b>scale()</b> do not work within <b>beginShape()</b>. It is also not
* possible to use other shapes, such as <b>ellipse()</b> or <b>rect()</b>
* within <b>beginShape()</b>. <br />
* <br />
* The P2D and P3D renderers allow <b>stroke()</b> and <b>fill()</b> to be
* altered on a per-vertex basis, but the default renderer does not. Settings
* such as <b>strokeWeight()</b>, <b>strokeCap()</b>, and <b>strokeJoin()</b>
* cannot be changed while inside a <b>beginShape()</b>/<b>endShape()</b> block
* with any renderer.
*
* @webref shape:vertex
* @webBrief Using the <b>beginShape()</b> and <b>endShape()</b> functions allow
* creating more complex forms.
* @param kind Either POINTS, LINES, TRIANGLES, TRIANGLE_FAN, TRIANGLE_STRIP,
* QUADS, or QUAD_STRIP
* @see PShape
* @see PGraphics#endShape()
* @see PGraphics#vertex(float, float, float, float, float)
* @see PGraphics#curveVertex(float, float, float)
* @see PGraphics#bezierVertex(float, float, float, float, float, float, float,
* float, float)
*/
/**
*
* Using the <b>beginShape()</b> and <b>endShape()</b> functions allow creating
* more complex forms. <b>beginShape()</b> begins recording vertices for a shape
* and <b>endShape()</b> stops recording. The value of the <b>kind</b> parameter
* tells it which types of shapes to create from the provided vertices. With no
* mode specified, the shape can be any irregular polygon. The parameters
* available for beginShape() are POINTS, LINES, TRIANGLES, TRIANGLE_FAN,
* TRIANGLE_STRIP, QUADS, and QUAD_STRIP. After calling the <b>beginShape()</b>
* function, a series of <b>vertex()</b> commands must follow. To stop drawing
* the shape, call <b>endShape()</b>. The <b>vertex()</b> function with two
* parameters specifies a position in 2D and the <b>vertex()</b> function with
* three parameters specifies a position in 3D. Each shape will be outlined with
* the current stroke color and filled with the fill color. <br />
* <br />
* Transformations such as <b>translate()</b>, <b>rotate()</b>, and
* <b>scale()</b> do not work within <b>beginShape()</b>. It is also not
* possible to use other shapes, such as <b>ellipse()</b> or <b>rect()</b>
* within <b>beginShape()</b>. <br />
* <br />
* The P2D and P3D renderers allow <b>stroke()</b> and <b>fill()</b> to be
* altered on a per-vertex basis, but the default renderer does not. Settings
* such as <b>strokeWeight()</b>, <b>strokeCap()</b>, and <b>strokeJoin()</b>
* cannot be changed while inside a <b>beginShape()</b>/<b>endShape()</b> block
* with any renderer.
*
* @webref shape:vertex
* @webBrief Using the <b>beginShape()</b> and <b>endShape()</b> functions allow
* creating more complex forms.
* @param kind Either POINTS, LINES, TRIANGLES, TRIANGLE_FAN, TRIANGLE_STRIP,
* QUADS, or QUAD_STRIP
* @see PShape
* @see PGraphics#endShape()
* @see PGraphics#vertex(float, float, float, float, float)
* @see PGraphics#curveVertex(float, float, float)
* @see PGraphics#bezierVertex(float, float, float, float, float, float, float,
* float, float)
*/
public void beginShape(int kind) {
if (recorder != null) recorder.beginShape(kind);
g.beginShape(kind);
@@ -11233,24 +11234,24 @@ public class PApplet implements PConstants {
}
/**
*
* Sets the current normal vector. Used for drawing three dimensional shapes and
* surfaces, <b>normal()</b> specifies a vector perpendicular to a shape's
* surface which, in turn, determines how lighting affects it. Processing
* attempts to automatically assign normals to shapes, but since that's
* imperfect, this is a better option when you want more control. This function
* is identical to <b>glNormal3f()</b> in OpenGL.
*
* @webref lights_camera:lights
* @webBrief Sets the current normal vector.
* @param nx x direction
* @param ny y direction
* @param nz z direction
* @see PGraphics#beginShape(int)
* @see PGraphics#endShape(int)
* @see PGraphics#lights()
*/
/**
*
* Sets the current normal vector. Used for drawing three dimensional shapes and
* surfaces, <b>normal()</b> specifies a vector perpendicular to a shape's
* surface which, in turn, determines how lighting affects it. Processing
* attempts to automatically assign normals to shapes, but since that's
* imperfect, this is a better option when you want more control. This function
* is identical to <b>glNormal3f()</b> in OpenGL.
*
* @webref lights_camera:lights
* @webBrief Sets the current normal vector.
* @param nx x direction
* @param ny y direction
* @param nz z direction
* @see PGraphics#beginShape(int)
* @see PGraphics#endShape(int)
* @see PGraphics#lights()
*/
public void normal(float nx, float ny, float nz) {
if (recorder != null) recorder.normal(nx, ny, nz);
g.normal(nx, ny, nz);
@@ -11293,23 +11294,23 @@ public class PApplet implements PConstants {
}
/**
*
* Sets the coordinate space for texture mapping. The default mode is
* <b>IMAGE</b>, which refers to the actual coordinates of the image.
* <b>NORMAL</b> refers to a normalized space of values ranging from 0 to 1.
* This function only works with the P2D and P3D renderers.<br />
* <br />
* With <b>IMAGE</b>, if an image is 100 x 200 pixels, mapping the image onto
* the entire size of a quad would require the points (0,0) (100, 0) (100,200)
* (0,200). The same mapping in <b>NORMAL</b> is (0,0) (1,0) (1,1) (0,1).
*
* @webref image:textures
* @webBrief Sets the coordinate space for texture mapping.
* @param mode either IMAGE or NORMAL
* @see PGraphics#texture(PImage)
* @see PGraphics#textureWrap(int)
*/
/**
*
* Sets the coordinate space for texture mapping. The default mode is
* <b>IMAGE</b>, which refers to the actual coordinates of the image.
* <b>NORMAL</b> refers to a normalized space of values ranging from 0 to 1.
* This function only works with the P2D and P3D renderers.<br />
* <br />
* With <b>IMAGE</b>, if an image is 100 x 200 pixels, mapping the image onto
* the entire size of a quad would require the points (0,0) (100, 0) (100,200)
* (0,200). The same mapping in <b>NORMAL</b> is (0,0) (1,0) (1,1) (0,1).
*
* @webref image:textures
* @webBrief Sets the coordinate space for texture mapping.
* @param mode either IMAGE or NORMAL
* @see PGraphics#texture(PImage)
* @see PGraphics#textureWrap(int)
*/
public void textureMode(int mode) {
if (recorder != null) recorder.textureMode(mode);
g.textureMode(mode);
@@ -11335,26 +11336,26 @@ public class PApplet implements PConstants {
}
/**
*
* Sets a texture to be applied to vertex points. The <b>texture()</b> function
* must be called between <b>beginShape()</b> and <b>endShape()</b> and before
* any calls to <b>vertex()</b>. This function only works with the P2D and P3D
* renderers.<br />
* <br />
* When textures are in use, the fill color is ignored. Instead, use
* <b>tint()</b> to specify the color of the texture as it is applied to the
* shape.
*
* @webref image:textures
* @webBrief Sets a texture to be applied to vertex points.
* @param image reference to a PImage object
* @see PGraphics#textureMode(int)
* @see PGraphics#textureWrap(int)
* @see PGraphics#beginShape(int)
* @see PGraphics#endShape(int)
* @see PGraphics#vertex(float, float, float, float, float)
*/
/**
*
* Sets a texture to be applied to vertex points. The <b>texture()</b> function
* must be called between <b>beginShape()</b> and <b>endShape()</b> and before
* any calls to <b>vertex()</b>. This function only works with the P2D and P3D
* renderers.<br />
* <br />
* When textures are in use, the fill color is ignored. Instead, use
* <b>tint()</b> to specify the color of the texture as it is applied to the
* shape.
*
* @webref image:textures
* @webBrief Sets a texture to be applied to vertex points.
* @param image reference to a PImage object
* @see PGraphics#textureMode(int)
* @see PGraphics#textureWrap(int)
* @see PGraphics#beginShape(int)
* @see PGraphics#endShape(int)
* @see PGraphics#vertex(float, float, float, float, float)
*/
public void texture(PImage image) {
if (recorder != null) recorder.texture(image);
g.texture(image);
+1
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@@ -49,6 +49,7 @@ import java.util.HashMap;
* To create a new font dynamically, use the <b>createFont()</b> function. Do
* not use the syntax <b>new PFont()</b>.
*
* <h3>Advanced</h3>
* <P>
* Awful (and by that, I mean awesome) ASCII (non-)art for how this works:
*
+1 -1
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@@ -46,7 +46,7 @@ import java.io.Serializable;
* need to do some "vector" math, which is made easy by the methods inside the
* <b>PVector</b> class.
*
*
* <h3>Advanced</h3>
* A class to describe a two or three dimensional vector.
* <p>
* The result of all functions are applied to the vector itself, with the
+1
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@@ -50,6 +50,7 @@ import processing.core.PApplet;
* be generated from scratch, dynamically, or using data from an existing file.
* JSON can also be output and saved to disk, as in the example above.
*
* <h3>Advanced</h3>
* A JSONArray is an ordered sequence of values. Its external text form is a
* string wrapped in square brackets with commas separating the values. The
* internal form is an object having <code>get</code> and <code>opt</code>
+1 -1
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@@ -62,7 +62,7 @@ import processing.core.PApplet;
* existing file. JSON can also be output and saved to disk, as in the example
* above.
*
*
* <h3>Advanced</h3>
* A JSONObject is an unordered collection of name/value pairs. Its external
* form is a string wrapped in curly braces with colons between the names and
* values, and commas between the values and names. The internal form is an
+1
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@@ -55,6 +55,7 @@ import processing.core.PConstants;
* "http://processing.github.io/processing-javadocs/core/processing/data/Table.html">Processing
* Table Javadoc</a>.
*
* <h3>Advanced</h3>
* <p>
* Generic class for handling tabular data, typically from a CSV, TSV, or other
* sort of spreadsheet file.