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author | Joshua Leung <aligorith@gmail.com> | 2007-11-06 14:41:09 +0300 |
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committer | Joshua Leung <aligorith@gmail.com> | 2007-11-06 14:41:09 +0300 |
commit | 9cd76a66096491e8994090e1992bb54d19c61950 (patch) | |
tree | 9c15073744788663d85e43f74dbfe47a57f80bea /source/blender/src/transform.c | |
parent | f66aeb7a742a1668ebe9cdd7b06cc83606bb55f4 (diff) |
== "Extend" Transform Mode for Action + NLA Editors ==
Peach Request:
Now the Action and NLA editors have the "Extend" transform mode first seen in the Sequence Editor. Just use the EKEY to start transforming.
It works like Grab, except it only moves the keyframes/side of NLA-strip that was on the same side of the current-frame marker as the mouse was when transform started.
Diffstat (limited to 'source/blender/src/transform.c')
-rw-r--r-- | source/blender/src/transform.c | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/src/transform.c b/source/blender/src/transform.c index 321a56c5ebd..2a7f744f219 100644 --- a/source/blender/src/transform.c +++ b/source/blender/src/transform.c @@ -938,6 +938,7 @@ void initTransform(int mode, int context) { /* EVIL! posemode code can switch translation to rotate when 1 bone is selected. will be removed (ton) */ /* EVIL2: we gave as argument also texture space context bit... was cleared */ + /* EVIL3: extend mode for animation editors also switches modes... but is best way to avoid duplicate code */ mode = Trans.mode; calculatePropRatio(&Trans); @@ -1004,6 +1005,10 @@ void initTransform(int mode, int context) { case TFM_TIME_SCALE: initTimeScale(&Trans); break; + case TFM_TIME_EXTEND: + /* now that transdata has been made, do like for TFM_TIME_TRANSLATE */ + initTimeTranslate(&Trans); + break; } } |