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authorJulian Eisel <eiseljulian@gmail.com>2017-02-22 18:02:43 +0300
committerJulian Eisel <eiseljulian@gmail.com>2017-02-22 19:25:00 +0300
commit910b7dec8dca25473d98c23f7c4fd8e44fafd47d (patch)
treec4dba049c8670704a7d789cf6f16f0e711dd0ec3 /source/blender/blenkernel/BKE_collection.h
parente003499f6ffed72f3a166cca4d59e855774767d2 (diff)
UI: Support drag & drop reordering of collections
This adds initial support for reordering collections from the Outliner using drag & drop. Although drag & drop support is limited to collections for now, this lays most foundations for general drag & drop reordering support in the Outliner. There are some design questions to be answered though: * Would reordering of other data types (like objects) be a purely visual change or would it affect the order in which they are stored? (Would that make a difference for the user?) * Should/can we allow mixing of different data types? (e.g. mixing render layers with objects) * How could we realize this technically? Notes: * "Sort Alphabetically" has to be disabled to use this ("View" menu). * Reordering only works with collections on the same hierarchy level. * Added some visual feedback that should work quite well, it's by far not a final design though: {F493806} * Modified collection orders are stored in .blends. * Reordering can be undone. * Did minor cleanups here and there.
Diffstat (limited to 'source/blender/blenkernel/BKE_collection.h')
-rw-r--r--source/blender/blenkernel/BKE_collection.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_collection.h b/source/blender/blenkernel/BKE_collection.h
index 4d5de723dce..644bcef6226 100644
--- a/source/blender/blenkernel/BKE_collection.h
+++ b/source/blender/blenkernel/BKE_collection.h
@@ -44,7 +44,7 @@ struct Scene;
struct SceneCollection *BKE_collection_add(struct Scene *scene, struct SceneCollection *sc_parent, const char *name);
bool BKE_collection_remove(struct Scene *scene, struct SceneCollection *sc);
-struct SceneCollection *BKE_collection_master(struct Scene *scene);
+struct SceneCollection *BKE_collection_master(const struct Scene *scene);
void BKE_collection_master_free(struct Scene *scene);
void BKE_collection_object_add(struct Scene *scene, struct SceneCollection *sc, struct Object *object);
void BKE_collection_object_add_from(struct Scene *scene, struct Object *ob_src, struct Object *ob_dst);