and to restore it in the destructor. This, of course, assumes that the actions are
created and used in a certain order, perhaps that needs enforcement? Dunno, but worth
a try as suspend() and resume() seem to fuck it up badly.
and to restore it in the destructor. This, of course, assumes that the actions are
created and used in a certain order, perhaps that needs enforcement? Dunno, but worth
a try as suspend() and resume() seem to fuck it up badly.
+//This doesn't work properly; not sure why that is...
+//Actually, it's working perfectly. Now we just need to propagate the fixes everywhere. :-/
+ // We'll use snapperVisibility for the save/restore functionality...
+ snapperVisibility = graphicView->SnapperVisible();
+
document = ec.getDocument();
// \o/ \o/ \o/ BY GRABTHAR'S HAMMER, IT HAS BEEN EXPUNGED!!! \o/ \o/ \o/
document = ec.getDocument();
// \o/ \o/ \o/ BY GRABTHAR'S HAMMER, IT HAS BEEN EXPUNGED!!! \o/ \o/ \o/
// This is here until I can figure out a better way to contain all of this
// circular referential nonsense that exists in this codebase. It will be
// expunged, by Grabthar's Hammer!
// This is here until I can figure out a better way to contain all of this
// circular referential nonsense that exists in this codebase. It will be
// expunged, by Grabthar's Hammer!
graphicView->preview.SetVisible();
DEBUG->print("ActionInterface::ActionInterface: Setting up action: \"%s\": OK", name);
graphicView->preview.SetVisible();
DEBUG->print("ActionInterface::ActionInterface: Setting up action: \"%s\": OK", name);
-printf("ActionInterface::~ActionInterface() [%08X]\n", this);
+//printf("ActionInterface::~ActionInterface() [%08X]\n", this);
+
+ // We'll use snapperVisibility for the save/restore functionality...
+ graphicView->SetSnapperVisible(snapperVisibility);
graphicView->preview.SetVisible(false);
// graphicView->preview.clear();
graphicView->redraw(); //hm.
graphicView->preview.SetVisible(false);
// graphicView->preview.clear();
graphicView->redraw(); //hm.