Re: [UFO-devel] Accelerators
Status: Beta
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schmidtjf
From: Andreas B. <b_...@gm...> - 2005-06-08 14:35:31
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On Wednesday 08 June 2005 09:30, Johannes Schmidt wrote: > As quick fix for your problem, the UButton::keybindingSlot method should be > modified to check for visibility, isEnabled, bla. Just a short notification: By implementing something like this (you need to check isVisible()/isEnabled() for all parent widgets, too) the primary problem can be fixed. However at least one related problems remains: When there are two different buttons with the same accelerator which both can be visible (but only one at a time), then one accelerator does not work at all (although it is underlined correctly and therefore recognized by the user as "existing"). This is because libufo stores accelerators globally, but can store at most one slot per accel. Example (taken from boson): * Welcome widget with button "S&tart New Game" * NewGame widget with button "S&tart" The "Welcome" widget is visible initially. From there the user can (e.g.) enter the "NewGame" widget which causes the welcome widget to be hidden and the NewGame widget to be shown instead. This example can be made more complex by including the "Start &Editor" button which shows the "StartEditor" widget that also provides a "S&tart" button. And of course both widgets have a "&Cancel" button... CU Andi |