Logically, it doesn't make sense to be suspending/resuming input within
this loop. I don't see a major change in behavior with this fix, though.
---
gtkboard.c | 9 ++++-----
1 file changed, 4 insertions(+), 5 deletions(-)
diff --git a/gtkboard.c b/gtkboard.c
index 1bb34f72..2aa0522a 100644
--- a/gtkboard.c
+++ b/gtkboard.c
@@ -2840,7 +2840,6 @@ board_animate(Board * board, int move[8], int player)
animate_move_list = move;
animate_player = player;
-
animation_finished = FALSE;
#if defined(USE_BOARD3D)
@@ -2852,16 +2851,16 @@ board_animate(Board * board, int move[8], int player)
}
}
#endif
+
if (animGUI == ANIMATE_BLINK)
g_timeout_add(0x300 >> nGUIAnimSpeed, board_blink_timeout, board);
else /* ANIMATE_SLIDE */
g_timeout_add(0x100 >> nGUIAnimSpeed, board_slide_timeout, board);
- while (!animation_finished) {
- GTKSuspendInput();
+ GTKSuspendInput();
+ while (!animation_finished)
gtk_main_iteration();
- GTKResumeInput();
- }
+ GTKResumeInput();
}
extern void
--
2.51.0