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-rw-r--r--doc/python_api/examples/bpy.types.UIList.1.py9
-rw-r--r--doc/python_api/examples/bpy.types.UIList.2.py4
-rw-r--r--release/scripts/startup/bl_ui/properties_data_mesh.py4
-rw-r--r--release/scripts/startup/bl_ui/properties_freestyle.py2
-rw-r--r--release/scripts/startup/bl_ui/properties_mask_common.py2
-rw-r--r--release/scripts/startup/bl_ui/properties_material.py5
-rw-r--r--release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py2
-rw-r--r--release/scripts/startup/bl_ui/properties_render_layer.py2
-rw-r--r--release/scripts/startup/bl_ui/properties_scene.py1
-rw-r--r--release/scripts/startup/bl_ui/properties_texture.py5
-rw-r--r--release/scripts/startup/bl_ui/space_clip.py6
-rw-r--r--release/scripts/startup/bl_ui/space_node.py2
-rw-r--r--release/scripts/templates_py/ui_list_simple.py9
13 files changed, 33 insertions, 20 deletions
diff --git a/doc/python_api/examples/bpy.types.UIList.1.py b/doc/python_api/examples/bpy.types.UIList.1.py
index 88f6b0999cd..92b115b2af4 100644
--- a/doc/python_api/examples/bpy.types.UIList.1.py
+++ b/doc/python_api/examples/bpy.types.UIList.1.py
@@ -32,11 +32,14 @@ class MATERIAL_UL_matslots_example(bpy.types.UIList):
ma = slot.material
# draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
if self.layout_type in {'DEFAULT', 'COMPACT'}:
- # You should always start your row layout by a label (icon + text), this will also make the row easily
- # selectable in the list!
+ # You should always start your row layout by a label (icon + text), or a non-embossed text field,
+ # this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
# We use icon_value of label, as our given icon is an integer value, not an enum ID.
# Note "data" names should never be translated!
- layout.label(text=ma.name if ma else "", translate=False, icon_value=icon)
+ if ma:
+ layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
+ else:
+ layout.label(text="", translate=False, icon_value=icon)
# And now we can add other UI stuff...
# Here, we add nodes info if this material uses (old!) shading nodes.
if ma and not context.scene.render.use_shading_nodes:
diff --git a/doc/python_api/examples/bpy.types.UIList.2.py b/doc/python_api/examples/bpy.types.UIList.2.py
index 4e30e6895d6..feed263b2e7 100644
--- a/doc/python_api/examples/bpy.types.UIList.2.py
+++ b/doc/python_api/examples/bpy.types.UIList.2.py
@@ -49,9 +49,9 @@ class MESH_UL_vgroups_slow(bpy.types.UIList):
col = layout.column()
col.enabled = False
col.alignment = 'LEFT'
- col.label(text=vgroup.name, translate=False, icon_value=icon)
+ col.prop(vgroup, "name", text="", emboss=False, icon_value=icon)
else:
- layout.label(text=vgroup.name, translate=False, icon_value=icon)
+ layout.prop(vgroup, "name", text="", emboss=False, icon_value=icon)
icon = 'LOCKED' if vgroup.lock_weight else 'UNLOCKED'
layout.prop(vgroup, "lock_weight", text="", icon=icon, emboss=False)
elif self.layout_type in {'GRID'}:
diff --git a/release/scripts/startup/bl_ui/properties_data_mesh.py b/release/scripts/startup/bl_ui/properties_data_mesh.py
index 0ec22323092..87f745dc4a1 100644
--- a/release/scripts/startup/bl_ui/properties_data_mesh.py
+++ b/release/scripts/startup/bl_ui/properties_data_mesh.py
@@ -80,7 +80,7 @@ class MESH_UL_shape_keys(UIList):
key_block = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
split = layout.split(0.66, False)
- split.label(text=item.name, translate=False, icon_value=icon)
+ split.prop(key_block, "name", text="", emboss=False, icon_value=icon)
row = split.row(align=True)
if key_block.mute or (obj.mode == 'EDIT' and not (obj.use_shape_key_edit_mode and obj.type == 'MESH')):
row.active = False
@@ -98,7 +98,7 @@ class MESH_UL_uvmaps_vcols(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer))
if self.layout_type in {'DEFAULT', 'COMPACT'}:
- layout.label(text=item.name, translate=False, icon_value=icon)
+ layout.prop(item, "name", text="", emboss=False, icon_value=icon)
icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON'
layout.prop(item, "active_render", text="", icon=icon, emboss=False)
elif self.layout_type in {'GRID'}:
diff --git a/release/scripts/startup/bl_ui/properties_freestyle.py b/release/scripts/startup/bl_ui/properties_freestyle.py
index a57567ae79e..607e4cc521e 100644
--- a/release/scripts/startup/bl_ui/properties_freestyle.py
+++ b/release/scripts/startup/bl_ui/properties_freestyle.py
@@ -97,7 +97,7 @@ class RENDERLAYER_UL_linesets(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
lineset = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
- layout.label(lineset.name, icon_value=icon)
+ layout.prop(lineset, "name", text="", emboss=False, icon_value=icon)
layout.prop(lineset, "show_render", text="", index=index)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
diff --git a/release/scripts/startup/bl_ui/properties_mask_common.py b/release/scripts/startup/bl_ui/properties_mask_common.py
index 203e5078ee4..b6f3cf93531 100644
--- a/release/scripts/startup/bl_ui/properties_mask_common.py
+++ b/release/scripts/startup/bl_ui/properties_mask_common.py
@@ -31,7 +31,7 @@ class MASK_UL_layers(UIList):
# assert(isinstance(item, bpy.types.MaskLayer)
mask = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
- layout.label(text=mask.name, translate=False, icon_value=icon)
+ layout.prop(mask, "name", text="", emboss=False, icon_value=icon)
row = layout.row(align=True)
row.prop(mask, "hide", text="", emboss=False)
row.prop(mask, "hide_select", text="", emboss=False)
diff --git a/release/scripts/startup/bl_ui/properties_material.py b/release/scripts/startup/bl_ui/properties_material.py
index 344074c5893..d48c4957e6e 100644
--- a/release/scripts/startup/bl_ui/properties_material.py
+++ b/release/scripts/startup/bl_ui/properties_material.py
@@ -77,7 +77,10 @@ class MATERIAL_UL_matslots(UIList):
slot = item
ma = slot.material
if self.layout_type in {'DEFAULT', 'COMPACT'}:
- layout.label(text=ma.name if ma else "", translate=False, icon_value=icon)
+ if ma:
+ layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
+ else:
+ layout.label(text="", icon_value=icon)
if ma and not context.scene.render.use_shading_nodes:
manode = ma.active_node_material
if manode:
diff --git a/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py b/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py
index f0c7a532414..898e385ce3d 100644
--- a/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py
+++ b/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py
@@ -33,7 +33,7 @@ class PHYSICS_UL_dynapaint_surfaces(UIList):
if self.layout_type in {'DEFAULT', 'COMPACT'}:
row = layout.row(align=True)
row.label(text="", icon_value=icon)
- row.label(text=surf.name, translate=False, icon_value=sticon)
+ row.prop(surf, "name", text="", emboss=False, icon_value=sticon)
row = layout.row(align=True)
if surf.use_color_preview:
row.prop(surf, "show_preview", text="", emboss=False,
diff --git a/release/scripts/startup/bl_ui/properties_render_layer.py b/release/scripts/startup/bl_ui/properties_render_layer.py
index dcc4508f086..6a44feeaac6 100644
--- a/release/scripts/startup/bl_ui/properties_render_layer.py
+++ b/release/scripts/startup/bl_ui/properties_render_layer.py
@@ -38,7 +38,7 @@ class RENDERLAYER_UL_renderlayers(UIList):
# assert(isinstance(item, bpy.types.SceneRenderLayer)
layer = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
- layout.label(layer.name, icon_value=icon, translate=False)
+ layout.prop(layer, "name", text="", icon_value=icon, emboss=False)
layout.prop(layer, "use", text="", index=index)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
diff --git a/release/scripts/startup/bl_ui/properties_scene.py b/release/scripts/startup/bl_ui/properties_scene.py
index 91a5abd0ad0..34143c77998 100644
--- a/release/scripts/startup/bl_ui/properties_scene.py
+++ b/release/scripts/startup/bl_ui/properties_scene.py
@@ -33,6 +33,7 @@ class SCENE_UL_keying_set_paths(UIList):
kspath = item
icon = layout.enum_item_icon(kspath, "id_type", kspath.id_type)
if self.layout_type in {'DEFAULT', 'COMPACT'}:
+ # Do not make this one editable in uiList for now...
layout.label(text=kspath.data_path, translate=False, icon_value=icon)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
diff --git a/release/scripts/startup/bl_ui/properties_texture.py b/release/scripts/startup/bl_ui/properties_texture.py
index 023b3a13848..c03ea1c5422 100644
--- a/release/scripts/startup/bl_ui/properties_texture.py
+++ b/release/scripts/startup/bl_ui/properties_texture.py
@@ -63,7 +63,10 @@ class TEXTURE_UL_texslots(UIList):
slot = item
tex = slot.texture if slot else None
if self.layout_type in {'DEFAULT', 'COMPACT'}:
- layout.label(text=tex.name if tex else "", translate=False, icon_value=icon)
+ if tex:
+ layout.prop(tex, "name", text="", emboss=False, icon_value=icon)
+ else:
+ layout.label(text="", icon_value=icon)
if tex and isinstance(item, bpy.types.MaterialTextureSlot):
layout.prop(ma, "use_textures", text="", index=index)
elif self.layout_type in {'GRID'}:
diff --git a/release/scripts/startup/bl_ui/space_clip.py b/release/scripts/startup/bl_ui/space_clip.py
index 3db8697a457..19f1563c4fb 100644
--- a/release/scripts/startup/bl_ui/space_clip.py
+++ b/release/scripts/startup/bl_ui/space_clip.py
@@ -29,9 +29,9 @@ class CLIP_UL_tracking_objects(UIList):
# assert(isinstance(item, bpy.types.MovieTrackingObject)
tobj = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
- layout.label(text=tobj.name, translate=False,
- icon='CAMERA_DATA' if tobj.is_camera
- else 'OBJECT_DATA')
+ layout.prop(tobj, "name", text="", emboss=False,
+ icon='CAMERA_DATA' if tobj.is_camera
+ else 'OBJECT_DATA')
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text="",
diff --git a/release/scripts/startup/bl_ui/space_node.py b/release/scripts/startup/bl_ui/space_node.py
index 46234b638eb..9750d7bac0d 100644
--- a/release/scripts/startup/bl_ui/space_node.py
+++ b/release/scripts/startup/bl_ui/space_node.py
@@ -410,7 +410,7 @@ class NODE_UL_interface_sockets(bpy.types.UIList):
if not socket.is_output:
row.template_node_socket(color)
- row.label(text=socket.name, icon_value=icon)
+ row.prop(socket, "name", text="", emboss=False, icon_value=icon)
# outputs get icon on the right
if socket.is_output:
diff --git a/release/scripts/templates_py/ui_list_simple.py b/release/scripts/templates_py/ui_list_simple.py
index 815d62ad734..e911a0dd236 100644
--- a/release/scripts/templates_py/ui_list_simple.py
+++ b/release/scripts/templates_py/ui_list_simple.py
@@ -20,11 +20,14 @@ class MATERIAL_UL_matslots_example(bpy.types.UIList):
ma = slot.material
# draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
if self.layout_type in {'DEFAULT', 'COMPACT'}:
- # You should always start your row layout by a label (icon + text), this will also make the row easily
- # selectable in the list!
+ # You should always start your row layout by a label (icon + text), or a non-embossed text field,
+ # this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
# We use icon_value of label, as our given icon is an integer value, not an enum ID.
# Note "data" names should never be translated!
- layout.label(text=ma.name if ma else "", translate=False, icon_value=icon)
+ if ma:
+ layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
+ else:
+ layout.label(text="", translate=False, icon_value=icon)
# And now we can add other UI stuff...
# Here, we add nodes info if this material uses (old!) shading nodes.
if ma and not context.scene.render.use_shading_nodes: