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


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