From d29bd6c6b7b55113d261a409fcfa864d374cd9f3 Mon Sep 17 00:00:00 2001 From: Dalai Felinto Date: Tue, 16 Apr 2019 16:09:59 -0300 Subject: Selecing a pose bone in outliner deselect others This mimics what is now the behaviour for edit bones as well. See e6151bc4c1f2. And it also matches what we do in the viewport when selecting bones. --- .../editors/space_outliner/outliner_select.c | 24 ++++++++++++++++++---- 1 file changed, 20 insertions(+), 4 deletions(-) (limited to 'source/blender/editors/space_outliner') diff --git a/source/blender/editors/space_outliner/outliner_select.c b/source/blender/editors/space_outliner/outliner_select.c index d4243da5b1e..9866b43a6a6 100644 --- a/source/blender/editors/space_outliner/outliner_select.c +++ b/source/blender/editors/space_outliner/outliner_select.c @@ -586,11 +586,27 @@ static eOLDrawState tree_element_active_posechannel( if (!(pchan->bone->flag & BONE_HIDDEN_P)) { if (set != OL_SETSEL_EXTEND) { - bPoseChannel *pchannel; - /* single select forces all other bones to get unselected */ - for (pchannel = ob->pose->chanbase.first; pchannel; pchannel = pchannel->next) { - pchannel->bone->flag &= ~(BONE_TIPSEL | BONE_SELECTED | BONE_ROOTSEL); + /* Single select forces all other bones to get unselected. */ + uint objects_len = 0; + Object **objects = BKE_view_layer_array_from_objects_in_mode_unique_data(view_layer, NULL, &objects_len, OB_MODE_POSE); + for (uint object_index = 0; object_index < objects_len; object_index++) { + Object *ob_iter = BKE_object_pose_armature_get(objects[object_index]); + + /* Sanity checks. */ + if (ELEM(NULL, ob_iter, ob_iter->pose, ob_iter->data)) { + continue; + } + + bPoseChannel *pchannel; + for (pchannel = ob_iter->pose->chanbase.first; pchannel; pchannel = pchannel->next) { + pchannel->bone->flag &= ~(BONE_TIPSEL | BONE_SELECTED | BONE_ROOTSEL); + } + + if (ob != ob_iter) { + DEG_id_tag_update(ob_iter->data, ID_RECALC_SELECT); + } } + MEM_freeN(objects); } if ((set == OL_SETSEL_EXTEND) && (pchan->bone->flag & BONE_SELECTED)) { -- cgit v1.2.3