diff options
author | Campbell Barton <ideasman42@gmail.com> | 2010-12-08 06:05:46 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2010-12-08 06:05:46 +0300 |
commit | 2e667e45fc02c5de285df836e59248a82b45dff9 (patch) | |
tree | db50ed1d0d743baf836dbc1cf5a185c4c4342e93 /source/blender/makesdna | |
parent | 47d6166adb7a5100e04c645e7d6284c5c1b95c9d (diff) |
Changed armature active bone so it is separate from selection this is consistent with active object, mesh editmode, curves & metaballs.
- active is no longer assumed to be selected.
this fixes a simple bug - eg: Adding a new armature, entering pose mode and toggling selection failed.
- outliner editbone selection now works like object and pose mode.
- mouse selection sets the bone active even when the tip is selected.
- active, unselected bones draw as wire color with a 15% tint of the selected color.
Diffstat (limited to 'source/blender/makesdna')
-rw-r--r-- | source/blender/makesdna/DNA_armature_types.h | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_armature_types.h b/source/blender/makesdna/DNA_armature_types.h index effa5e34a91..f6b61d5f2ba 100644 --- a/source/blender/makesdna/DNA_armature_types.h +++ b/source/blender/makesdna/DNA_armature_types.h @@ -79,6 +79,12 @@ typedef struct bArmature { ListBase chainbase; ListBase *edbo; /* editbone listbase, we use pointer so we can check state */ + /* active bones should work like active object where possible + * - active and selection are unrelated + * - active & hidden is not allowed + * - from the user perspective active == last selected + * - active should be ignored when not visible (hidden layer) */ + Bone *act_bone; /* active bone (when not in editmode) */ void *act_edbone; /* active editbone (in editmode) */ |