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Diffstat (limited to 'release/scripts/templates_py/ui_list_simple.py')
-rw-r--r--release/scripts/templates_py/ui_list_simple.py9
1 files changed, 6 insertions, 3 deletions
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: