diff --git a/interface/src/FancyCamera.h b/interface/src/FancyCamera.h index d7cf39dd8c..bee21bad22 100644 --- a/interface/src/FancyCamera.h +++ b/interface/src/FancyCamera.h @@ -52,7 +52,7 @@ public slots: * entity using the Camera.cameraEntity property. * @function Camera.setCameraEntity * @param {Uuid} entityID The entity that the camera should follow when it's in entity mode. - * @example + * @example Move your camera to the position and orientation of the closest entity. * Camera.setModeString("entity"); * var entity = Entities.findClosestEntity(MyAvatar.position, 100.0); * Camera.setCameraEntity(entity); diff --git a/interface/src/scripting/MenuScriptingInterface.h b/interface/src/scripting/MenuScriptingInterface.h index ab89bae1ca..b5a11581cb 100644 --- a/interface/src/scripting/MenuScriptingInterface.h +++ b/interface/src/scripting/MenuScriptingInterface.h @@ -33,7 +33,7 @@ class MenuItemProperties; * * @namespace Menu * - * @example + * @example Add a menu and menu item, and detect clicks on the menu item added. * Menu.addMenu("Demo Menu"); * * Menu.addMenuItem({ @@ -76,7 +76,7 @@ public slots: * @function Menu.addMenu * @param {string} menuName Name that will be displayed for the menu. Nested menus can be described using the ">" symbol. * @param {string} [grouping] Name of the grouping, if any, to add this menu to. - * @example + * @example Add a menu and a nested submenu. * Menu.addMenu("Test Menu"); * Menu.addMenu("Test Menu > Test Sub Menu"); */ @@ -86,7 +86,7 @@ public slots: * Remove a top-level menu. * @function Menu.removeMenu * @param {string} menuName Name of the menu to remove. - * @example + * @example Remove a menu and nested submenu. * Menu.removeMenu("Test Menu > Test Sub Menu"); * Menu.removeMenu("Test Menu"); */ @@ -97,20 +97,21 @@ public slots: * @function Menu.menuExists * @param {string} menuName - Name of the menu to check for existence. * @returns {boolean} true if the menu exists, otherwise false. - * @example + * @example Check if the "Developer" menu exists. * if (Menu.menuExists("Developer")) { - * // Perform a task if there is a Developer menu. + * print("Developer menu exists."); * } */ bool menuExists(const QString& menuName); /**jsdoc - * Add a separator with an unclickable label below it. - * The line will be placed at the bottom of the menu. + * Add a separator with an unclickable label below it. The separator will be placed at the bottom of the menu. + * If you want to add a separator at a specific point in the menu, use {@link Menu.addMenuItem} with + * {@link Menu.MenuItemProperties} instead. * @function Menu.addSeparator * @param {string} menuName Name of the menu to add a separator to. * @param {string} separatorName Name of the separator that will be displayed as the label below the separator line. - * @example + * @example Add a separator. * Menu.addSeparator("Developer","Test Separator"); */ void addSeparator(const QString& menuName, const QString& separatorName); @@ -120,7 +121,7 @@ public slots: * @function Menu.removeSeparator * @param {string} menuName Name of the menu to remove the separator from. * @param {string} separatorName Name of the separator to remove. - * @example + * @example Remove a separator. * Menu.removeSeparator("Developer","Test Separator"); */ void removeSeparator(const QString& menuName, const QString& separatorName); @@ -129,7 +130,7 @@ public slots: * Add a new menu item to a menu. * @function Menu.addMenuItem * @param {Menu.MenuItemProperties} properties Properties of the menu item to create. - * @example + * @example Add a menu item using {@link Menu.MenuItemProperties}. * Menu.addMenuItem({ * menuName: "Developer", * menuItemName: "Test", @@ -141,12 +142,12 @@ public slots: void addMenuItem(const MenuItemProperties& properties); /**jsdoc - * Add a new menu item to a menu. + * Add a new menu item to a menu. The new item is added at the end of the menu. * @function Menu.addMenuItem * @param {string} menuName Name of the menu to add a menu item to. * @param {string} menuItem Name of the menu item. This is what will be displayed in the menu. * @param {string} [shortcutKey] A shortcut key that can be used to trigger the menu item. - * @example + * @example Add a menu item to the end of the "Developer" menu. * Menu.addMenuItem("Developer", "Test", "Ctrl+Shift+T"); */ void addMenuItem(const QString& menuName, const QString& menuitem, const QString& shortcutKey); @@ -167,9 +168,9 @@ public slots: * @param {string} menuName Name of the menu that the menu item is in. * @param {string} menuItem Name of the menu item to check for existence of. * @returns {boolean} true if the menu item exists, otherwise false. - * @example + * @example Determine if the Developer > Stats menu exists. * if (Menu.menuItemExists("Developer", "Stats")) { - * // Perform a task if there is a Stats item in the Developer menu. + * print("Developer > Stats menu item exists."); * } */ bool menuItemExists(const QString& menuName, const QString& menuitem); @@ -185,7 +186,7 @@ public slots: * Check whether a checkable menu item is checked. * @function Menu.isOptionChecked * @param {string} menuOption The name of the menu item. - * @returns {boolean} true if the option is checked, otherwise false. + * @returns {boolean} true if the option is checked, otherwise false. */ bool isOptionChecked(const QString& menuOption); @@ -209,7 +210,7 @@ public slots: * Menus are enabled by default. * @function Menu.isMenuEnabled * @param {string} menuName The name of the menu to check. - * @returns {boolean} true if the menu is enabled, otherwise false. + * @returns {boolean} true if the menu is enabled, otherwise false. */ bool isMenuEnabled(const QString& menuName); @@ -233,7 +234,7 @@ signals: * @function Menu.menuItemEvent * @param {string} menuItem Name of the menu item that was clicked. * @returns {Signal} - * @example + * @example Detect menu item events. * function onMenuItemEvent(menuItem) { * print("You clicked on " + menuItem); * } diff --git a/libraries/shared/src/shared/Camera.h b/libraries/shared/src/shared/Camera.h index 7d4c6db3cf..83f1174244 100644 --- a/libraries/shared/src/shared/Camera.h +++ b/libraries/shared/src/shared/Camera.h @@ -130,7 +130,7 @@ public slots: /**jsdoc * Get the current camera mode. You can also get the mode using the Camera.mode property. * @function Camera.getModeString - * @return {string} The current camera mode. + * @returns {string} The current camera mode. */ QString getModeString() const; @@ -144,7 +144,7 @@ public slots: /**jsdoc * Get the current camera position. You can also get the position using the Camera.position property. * @function Camera.getPosition - * @return {Vec3} The current camera position. + * @returns {Vec3} The current camera position. */ glm::vec3 getPosition() const { return _position; } @@ -159,7 +159,7 @@ public slots: /**jsdoc * Get the current camera orientation. You can also get the orientation using the Camera.orientation property. * @function Camera.getOrientation - * @return {Quat} The current camera orientation. + * @returns {Quat} The current camera orientation. */ glm::quat getOrientation() const { return _orientation; } @@ -178,8 +178,8 @@ public slots: * @function Camera.computePickRay * @param {number} x - X-coordinate on screen. * @param {number} y - Y-coordinate on screen. - * @return {PickRay} The computed {@link PickRay}. - * @example + * @returns {PickRay} The computed {@link PickRay}. + * @example Use a PickRay to detect mouse clicks on entities. * function onMousePressEvent(event) { * var pickRay = Camera.computePickRay(event.x, event.y); * var intersection = Entities.findRayIntersection(pickRay); @@ -196,7 +196,7 @@ public slots: * Rotate the camera to look at the specified position. Only works if the camera is in independent mode. * @function Camera.lookAt * @param {Vec3} position - Position to look at. - * @example + * @example Rotate your camera to look at entities as you click on them with your mouse. * function onMousePressEvent(event) { * var pickRay = Camera.computePickRay(event.x, event.y); * var intersection = Entities.findRayIntersection(pickRay); @@ -231,8 +231,8 @@ signals: /**jsdoc * Triggered when the camera mode changes. * @function Camera.modeUpdated - * @return {Signal} - * @example + * @returns {Signal} + * @example Report camera mode changes. * function onCameraModeUpdated(newMode) { * print("The camera mode has changed to " + newMode); * }