* Simplify GUITeamUISettings to just use variants mapped by string keys. The

Setting classes didn't wind up being quite as useful for that purpose as
  I'd originally hoped, so they remain with their primary purpose of
  programmatically generating menus and such.

* When GraphicalUserInterface constructs the team window, immediately start
  the message loop. This allows us to reorder startup so we only activate
  the user interface after having restored settings.

* TeamWindow now saves/restores its frame on a per-team basis.



git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@43131 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Rene Gollent
2011-11-02 21:06:02 +00:00
parent 2d36b8d9a7
commit 04f0e3d37b
6 changed files with 52 additions and 67 deletions
@@ -41,6 +41,10 @@ GraphicalUserInterface::Init(Team* team, UserInterfaceListener* listener)
try {
fTeamWindow = TeamWindow::Create(team, listener);
fTeamWindowMessenger = new BMessenger(fTeamWindow);
// start the message loop
fTeamWindow->Hide();
fTeamWindow->Show();
} catch (...) {
// TODO: Notify the user!
ERROR("Error: Failed to create team window!\n");
@@ -70,9 +74,9 @@ GraphicalUserInterface::Terminate()
status_t
GraphicalUserInterface::LoadSettings(const TeamUISettings* settings)
{
// TODO: restore settings
status_t result = fTeamWindow->LoadSettings((GUITeamUISettings*)settings);
return B_OK;
return result;
}
@@ -83,7 +87,7 @@ GraphicalUserInterface::SaveSettings(TeamUISettings*& settings) const
if (settings == NULL)
return B_NO_MEMORY;
// TODO: fill in settings
fTeamWindow->SaveSettings((GUITeamUISettings*)settings);
return B_OK;
}