* Removed the 'Use' button from the keymap preflet, since several people have

mentioned that they tend to forget pressing it (including me, of course), in 
  effect losing all changes.
  The way the code currently works, having it didn't really make sense IMO,
  as any change will only ever be applied to the "current" keymap. If you want 
  to keep your keymap more persistently, you need to save it into a named file,
  anyway.
Please give it a try and shout if this is unacceptable.


git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@30723 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Oliver Tappe
2009-05-12 19:41:14 +00:00
parent 9f3591f267
commit 6be10e281f
+3 -3
View File
@@ -75,7 +75,6 @@ KeymapWindow::KeymapWindow()
fSwitchShortcutsButton = new BButton("switch", "",
new BMessage(kMsgSwitchShortcuts));
fUseButton = new BButton("useButton", "Use", new BMessage(kMsgUseKeymap));
fRevertButton = new BButton("revertButton", "Revert",
new BMessage(kMsgRevertKeymap));
@@ -95,7 +94,6 @@ KeymapWindow::KeymapWindow()
.AddGlue(0.0)
.Add(BGroupLayoutBuilder(B_HORIZONTAL, 10)
.AddGlue(0.0)
.Add(fUseButton)
.Add(fRevertButton)))
.SetInsets(10, 10, 10, 10)));
@@ -635,7 +633,9 @@ KeymapWindow::_UpdateDeadKeyMenu()
void
KeymapWindow::_UpdateButtons()
{
fUseButton->SetEnabled(!fCurrentMap.Equals(fAppliedMap));
if (!fCurrentMap.Equals(fAppliedMap))
_UseKeymap();
fRevertButton->SetEnabled(!fCurrentMap.Equals(fPreviousMap));
_UpdateDeadKeyMenu();