Functions nested without waiting

var confirmed = confirm ("You picked [ " + selected_rbutton (totalgroups) +" ]"+ "\nYou picked [ " + questionResize (rsizechoice) + " ] to resize" + "\n" +"\nContinue?");
        confirm.noAsDflt == false;
        
        if (confirmed == true)
        {
            copy();
            openTemp ();
            paste();
            centerArt ();
            resizeart ();
            savefile ()
            putname ();
            
         } /*end if */ else
     {
         alert ("You chose not to continue, script stopped")
         }//end else
}//end if OK

I coded everything inside separate functions in this way I can save space, leaving the user to make a choice, and each choice will use different groups of functions.  My only problem is that some functions still doing their thing when the next begins, but it can depend on the one above it at the end.  Function savefile () lets the user type in a new name and saves it to a couple of different folder then putname () Function puts the user name and the name of the file in the top of the artboard in the corner.  What is happening is that the user is chooseing to rename the file but the putname () function has already filled its variables with the old name not a new one.  How can I make him wait until the function savefile () is done?

putname() must not start before the end of savefile(), if necessary, would be a way to make him wait

var wait = false;
var a = 0;

wait = savefile();

while(!wait) {

    //wait = false; // this is just killing time
    a++; // so is this  

    if (a>1000) break; // guard against infinite loop
}

putname();

function savefile() {
    // do your thing

    return true;
}

function putname() {
    alert('finally!');
}

Tags: Illustrator

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