You can search source code and find where DUCK_COLOR_SELECTED string is used. This will be a starting point - just look there how code draws red box around handle (duck).
I wanted to do something like this. So I’ve been reading Layer_shape and it’s generate_render_task to check if I can modify the color for just one bone. But I could not figure it out. Any hint would be helpful!
Also, I’ve been trying to fix the origin issue. I don’t know why but I am unable to get it work right.
There is no global origin parameter for a bone too. So I tried translating axes according to the parent origin. But couldn’t get results. What do you think? :?
The problem with @DestinyGamer243’s proposal is that bone is highlighted through rendering engine (very slow and low-level operation). I think that highlighting a bone should be done using UI elements, not rendering.
BTW, highlighting a bone is already implemented -
I am okay if that will be highlighted in some other way, but this should be done through UI (workarea), not through rendering engine.
I suggest to take a look at duckmatic.cpp to see how bone is highlighted.
I also think that eventually we should rework bones to make them drawn purely in UI. There are actually no need to have their drawing routines in render engine.