diff --git a/src/java/org/lwjgl/input/Keyboard.java b/src/java/org/lwjgl/input/Keyboard.java
index b3bb0765..3bc9ffc3 100644
--- a/src/java/org/lwjgl/input/Keyboard.java
+++ b/src/java/org/lwjgl/input/Keyboard.java
@@ -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;
/**
* $Id$
- *
+ *
* 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
+ * @author elias_naur
+ * @author Brian Matzon
* @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
+ * isKeyDown 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
+ * enableBuffer, and read those events by calling read
+ *
+ * @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 next for each event you
+ * want to read. You can query which key caused the event by using
+ * getEventKey. To get the state of that key, for that event, use
+ * getEventKeyState - finally use getEventCharacter 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
+ * getEventKey. To get the state of that key, for that event, use
+ * getEventKeyState - finally use getEventCharacter 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.";
diff --git a/src/java/org/lwjgl/input/Mouse.java b/src/java/org/lwjgl/input/Mouse.java
index 85c49709..0dfce551 100644
--- a/src/java/org/lwjgl/input/Mouse.java
+++ b/src/java/org/lwjgl/input/Mouse.java
@@ -401,9 +401,10 @@ public class Mouse {
* Reads all button events since last read.
* To use these values, you have to call next for each event you
* want to read. You can query which button caused the event by using
- * getEventButton. To get the state of that key, for that event, use
+ * getEventButton. To get the state of that button, for that event, use
* getEventButtonState.
*
+ * @see org.lwjgl.input.Mouse#next()
* @see org.lwjgl.input.Mouse#enableBuffer()
* @see org.lwjgl.input.Mouse#getEventButton()
* @see org.lwjgl.input.Mouse#getEventButtonState()