if ((act = actions_build_act_from_string(name))) {
if (act->def->canbeinteractive) {
- if (act->def->setup.i) {
+ if (act->def->setup.i)
act->options = act->def->setup.i(NULL,
&act->i_pre,
&act->i_input,
&act->i_cancel,
&act->i_post);
- g_assert(!!act->i_input == !!act->i_cancel);
- }
}
else {
if (act->def->setup.n)
if ((act = actions_build_act_from_string(name))) {
/* there is more stuff to parse here */
if (act->def->canbeinteractive) {
- if (act->def->setup.i) {
+ if (act->def->setup.i)
act->options = act->def->setup.i(node->children,
&act->i_pre,
&act->i_input,
&act->i_cancel,
&act->i_post);
- g_assert(!!act->i_input == !!act->i_cancel);
- }
}
else {
if (act->def->setup.n)
gboolean actions_act_is_interactive(ObActionsAct *act)
{
- return act->i_cancel != NULL;
+ return act->i_input != NULL;
}
void actions_act_ref(ObActionsAct *act)
actions_interactive_end_act();
} else {
/* make sure its interactive if it returned TRUE */
- g_assert(act->i_cancel);
+ g_assert(act->i_input);
/* no actions are run after the interactive one */
break;
void actions_interactive_cancel_act(void)
{
if (interactive_act) {
- interactive_act->i_cancel(interactive_act->options);
+ if (interactive_act->i_cancel)
+ interactive_act->i_cancel(interactive_act->options);
actions_interactive_end_act();
}
}