diff --git a/Terminal.Gui/Views/StatusBar.cs b/Terminal.Gui/Views/StatusBar.cs index d6a6b886a..85c6de3fa 100644 --- a/Terminal.Gui/Views/StatusBar.cs +++ b/Terminal.Gui/Views/StatusBar.cs @@ -13,7 +13,7 @@ namespace Terminal.Gui { /// /// A statusbar item has a title, a shortcut aka hotkey, and an action to execute on activation. /// Such an item is ment to be as part of the global hotkeys of the application, which are available in the current context of the screen. - /// The colour of the text will be changed after each ~. Having an statusbar item with a text of `~F1~ Help` will draw *F1* as shortcut and + /// The colour of the text will be changed after each ~. Having an statusbar item with a text of `~F1~ Help` will draw *F1* as shortcut and /// *Help* as standard text. /// public class StatusItem { @@ -49,10 +49,10 @@ namespace Terminal.Gui { }; /// - /// A statusbar for your application. + /// A statusbar for your application. /// The statusbar should be context sensitive. This means, if the main menu and an open text editor are visible, the items probably shown will - /// be ~F1~ Help ~F2~ Save ~F3~ Load. While a dialog to ask a file to load is executed, the remaining commands will probably be ~F1~ Help. - /// So for each context must be a new instance of a statusbar. + /// be ~F1~ Help ~F2~ Save ~F3~ Load. While a dialog to ask a file to load is executed, the remaining commands will probably be ~F1~ Help. + /// So for each context must be a new instance of a statusbar. /// public class StatusBar : View { public StatusItem [] Items { get; set; } @@ -70,7 +70,7 @@ namespace Terminal.Gui { CanFocus = false; ColorScheme = Colors.Menu; - Application.OnResized += () => { + Application.OnLoad += () => { this.X = Pos.Left (Application.Top); this.Y = Pos.Bottom (Application.Top); };