void CCSlot::_updateVisible()
{
_renderDisplay->setVisible(_parent->getVisible()); // Only the visible state of the bone is used.
}
-- suggest
Bone class
void Bone::setVisible(bool value)
{
if (_visible == value)
{
return;
}
_visible = value;
for (const auto & slot : _armature->getSlots())
{
if (slot->getParent() == this)
{
slot->setVisible(_visible); //Change:Apply to bone sub-slot visible state
slot->_updateVisible();
}
}
}
CCSlot class
void CCSlot::_updateVisible()
{
_renderDisplay->setVisible(getVisible());//Change:Apply slot visible state
}
The existing setVisible() function can not apply the visible state on a slot by itself.
I hope you can use both the slot and the visible state of the bone.
I would like to be able to use both the slot and bone visible states.
void Bone::setVisible(bool value) { if (_visible == value) { return; } _visible = value; for (const auto & slot : _armature->getSlots()) { if (slot->getParent() == this) { slot->_updateVisible(); } } }
void Slot::setVisible(bool value) { if (_visible == value) { return; } _visible = value; _updateVisible(); }
void CCSlot::_updateVisible() { _renderDisplay->setVisible(_parent->getVisible()); // Only the visible state of the bone is used. }
-- suggest Bone class void Bone::setVisible(bool value) { if (_visible == value) { return; } _visible = value; for (const auto & slot : _armature->getSlots()) { if (slot->getParent() == this) { slot->setVisible(_visible); //Change:Apply to bone sub-slot visible state slot->_updateVisible(); } } }
CCSlot class void CCSlot::_updateVisible() { _renderDisplay->setVisible(getVisible());//Change:Apply slot visible state }
The existing setVisible() function can not apply the visible state on a slot by itself. I hope you can use both the slot and the visible state of the bone. I would like to be able to use both the slot and bone visible states.