actions_setup_data(&data, uact, state, x, y, button, con, client);
- if (!interactive_act || interactive_act->def != act->def) {
- /* cancel the old one */
- if (interactive_act)
- actions_interactive_cancel_act();
- if (actions_act_is_interactive(act))
+ /* if they have the same run function, then we'll assume they are
+ cooperating and not cancel eachother out */
+ if (!interactive_act || interactive_act->def->run != act->def->run) {
+ if (actions_act_is_interactive(act)) {
+ /* cancel the old one */
+ if (interactive_act)
+ actions_interactive_cancel_act();
ok = actions_interactive_begin_act(act, state);
+ }
}
/* fire the action's run function with this data */
if (ok) {
- if (!act->def->run(&data, act->options))
- actions_interactive_end_act();
- else {
+ if (!act->def->run(&data, act->options)) {
+ if (actions_act_is_interactive(act))
+ actions_interactive_end_act();
+ } else {
/* make sure its interactive if it returned TRUE */
g_assert(act->def->i_cancel && act->def->i_input);
}
}
-gboolean actions_interactive_act_running()
+gboolean actions_interactive_act_running(void)
{
return interactive_act != NULL;
}
-void actions_interactive_cancel_act()
+void actions_interactive_cancel_act(void)
{
if (interactive_act) {
interactive_act->def->i_cancel(interactive_act->options);
actions_act_ref(interactive_act);
interactive_initial_state = state;
+
+ /* if using focus_delay, stop the timer now so that focus doesn't go
+ moving on us, which would kill the action */
+ event_halt_focus_delay();
+
return TRUE;
}
else
return FALSE;
}
-static void actions_interactive_end_act()
+static void actions_interactive_end_act(void)
{
if (interactive_act) {
ungrab_keyboard();