updated javadoc

This commit is contained in:
Brian Matzon 2004-02-12 07:10:06 +00:00
parent bbf0f46226
commit a2aedd996b
2 changed files with 37 additions and 8 deletions

View file

@ -1,5 +1,5 @@
/*
* Copyright (c) 2002 Lightweight Java Game Library Project
* Copyright (c) 2002-2004 Lightweight Java Game Library Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -44,13 +44,15 @@ import org.lwjgl.opengl.Window;
/**
* $Id$
*
* <br>
* A raw Keyboard interface. This can be used to poll the current state of the
* keys, or read all the keyboard presses / releases since the last read.
* Buffering must be explicitly enabled; the size of the buffer is determined
* by the native implementation at its discretion.
*
* @author cix_foo <cix_foo@users.sourceforge.net>
* @author elias_naur <elias_naur@users.sourceforge.net>
* @author Brian Matzon <brian@matzon.dk>
* @version $Revision$
*/
public class Keyboard {
@ -320,7 +322,16 @@ public class Keyboard {
private static native void nDestroy();
/**
* Polls the keyboard.
* Polls the keyboard for its current state. Access the polled values using the
* <code>isKeyDown</code> method.
* By using this method, it is possible to "miss" keyboard keys if you don't
* poll fast enough. To receive all events, enable buffering by calling
* <code>enableBuffer</code>, and read those events by calling <code>read</code>
*
* @see org.lwjgl.input.Keyboard#isKeyDown(int key)
* @see org.lwjgl.input.Keyboard#isStateKeySet(int key)
* @see org.lwjgl.input.Keyboard#enableBuffer()
* @see org.lwjgl.input.Keyboard#read()
*/
public static void poll() {
assert created : "The keyboard has not been created.";
@ -336,7 +347,18 @@ public class Keyboard {
private static native void nPoll(ByteBuffer keyDownBuffer);
/**
* Reads the keyboard buffer.
* Reads all keyboard events since last read.
* To use these values, you have to call <code>next</code> for each event you
* want to read. You can query which key caused the event by using
* <code>getEventKey</code>. To get the state of that key, for that event, use
* <code>getEventKeyState</code> - finally use <code>getEventCharacter</code> to get the
* character for that event.
*
* @see org.lwjgl.input.Keyboard#next()
* @see org.lwjgl.input.Keyboard#enableBuffer()
* @see org.lwjgl.input.Keyboard#getEventKey()
* @see org.lwjgl.input.Keyboard#getEventKeyState()
* @see org.lwjgl.input.Keyboard#getEventCharacter()
*/
public static void read() {
assert created : "The keyboard has not been created.";
@ -447,9 +469,15 @@ public class Keyboard {
}
/**
* Gets the next keyboard event. This is stored in the publicly accessible
* static fields key and state.
* @return true if a keyboard event was read, false otherwise
* Gets the next keyboard event. You can query which key caused the event by using
* <code>getEventKey</code>. To get the state of that key, for that event, use
* <code>getEventKeyState</code> - finally use <code>getEventCharacter</code> to get the
* character for that event.
*
* @see org.lwjgl.input.Keyboard#getEventKey()
* @see org.lwjgl.input.Keyboard#getEventKeyState()
* @see org.lwjgl.input.Keyboard#getEventCharacter()
* @return true if a keyboard event was read, false otherwise
*/
public static boolean next() {
assert created : "The keyboard has not been created.";

View file

@ -401,9 +401,10 @@ public class Mouse {
* Reads all button events since last read.
* To use these values, you have to call <code>next</code> for each event you
* want to read. You can query which button caused the event by using
* <code>getEventButton</code>. To get the state of that key, for that event, use
* <code>getEventButton</code>. To get the state of that button, for that event, use
* <code>getEventButtonState</code>.
*
* @see org.lwjgl.input.Mouse#next()
* @see org.lwjgl.input.Mouse#enableBuffer()
* @see org.lwjgl.input.Mouse#getEventButton()
* @see org.lwjgl.input.Mouse#getEventButtonState()