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);
* }