UI List: remove separate name text fields.

It was never the intention to have these separate, and now that we can rename
directly in the list there is no more need for them.
This commit is contained in:
Brecht Van Lommel 2013-11-24 14:25:38 +01:00
parent 1e096852bf
commit fab96b5913
7 changed files with 10 additions and 59 deletions

@ -311,31 +311,6 @@ class CyclesRender_PT_opengl(CyclesButtonsPanel, Panel):
col.prop(rd, "alpha_mode", text="")
class CyclesRender_PT_layers(CyclesButtonsPanel, Panel):
bl_label = "Layer List"
bl_context = "render_layer"
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
rl = rd.layers.active
row = layout.row()
row.template_list("RENDERLAYER_UL_renderlayers", "", rd, "layers", rd.layers, "active_index", rows=1)
col = row.column(align=True)
col.operator("scene.render_layer_add", icon='ZOOMIN', text="")
col.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
row = layout.row()
if rl:
row.prop(rl, "name")
row.prop(rd, "use_single_layer", text="", icon_only=True)
class CyclesRender_PT_layer_options(CyclesButtonsPanel, Panel):
bl_label = "Layer"
bl_context = "render_layer"
@ -1306,6 +1281,7 @@ def get_panels():
types.RENDER_PT_encoding,
types.RENDER_PT_dimensions,
types.RENDER_PT_stamp,
types.RENDERLAYER_PT_layers,
types.SCENE_PT_scene,
types.SCENE_PT_color_management,
types.SCENE_PT_custom_props,

@ -191,7 +191,7 @@ class DATA_PT_vertex_groups(MeshButtonsPanel, Panel):
ob = context.object
group = ob.vertex_groups.active
rows = 1
rows = 2
if group:
rows = 4
@ -207,9 +207,6 @@ class DATA_PT_vertex_groups(MeshButtonsPanel, Panel):
col.operator("object.vertex_group_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("object.vertex_group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
row = layout.row()
row.prop(group, "name")
if ob.vertex_groups and (ob.mode == 'EDIT' or (ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex)):
row = layout.row()
@ -250,7 +247,7 @@ class DATA_PT_shape_keys(MeshButtonsPanel, Panel):
row = layout.row()
rows = 1
rows = 2
if kb:
rows = 4
row.template_list("MESH_UL_shape_keys", "", key, "key_blocks", ob, "active_shape_key_index", rows=rows)
@ -290,9 +287,6 @@ class DATA_PT_shape_keys(MeshButtonsPanel, Panel):
else:
sub.operator("object.shape_key_retime", icon='RECOVER_LAST', text="")
row = layout.row()
row.prop(kb, "name")
if key.use_relative:
if ob.active_shape_key_index != 0:
row = layout.row()
@ -340,9 +334,6 @@ class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
col.operator("mesh.uv_texture_add", icon='ZOOMIN', text="")
col.operator("mesh.uv_texture_remove", icon='ZOOMOUT', text="")
if lay:
layout.prop(lay, "name")
class DATA_PT_vertex_colors(MeshButtonsPanel, Panel):
bl_label = "Vertex Colors"
@ -363,9 +354,6 @@ class DATA_PT_vertex_colors(MeshButtonsPanel, Panel):
col.operator("mesh.vertex_color_add", icon='ZOOMIN', text="")
col.operator("mesh.vertex_color_remove", icon='ZOOMOUT', text="")
if lay:
layout.prop(lay, "name")
class DATA_PT_customdata(MeshButtonsPanel, Panel):
bl_label = "Geometry Data"

@ -193,7 +193,7 @@ class RENDERLAYER_PT_freestyle_lineset(RenderLayerFreestyleEditorButtonsPanel, P
layout.active = rl.use_freestyle
row = layout.row()
rows = 4 if lineset else 1
rows = 4 if lineset else 2
row.template_list("RENDERLAYER_UL_linesets", "", freestyle, "linesets", freestyle.linesets, "active_index", rows=rows)
sub = row.column(align=True)
@ -206,8 +206,6 @@ class RENDERLAYER_PT_freestyle_lineset(RenderLayerFreestyleEditorButtonsPanel, P
sub.operator("scene.freestyle_lineset_move", icon='TRIA_UP', text="").direction = 'UP'
sub.operator("scene.freestyle_lineset_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
layout.prop(lineset, "name")
col = layout.column()
col.label(text="Selection By:")
row = col.row(align=True)

@ -99,8 +99,6 @@ class MASK_PT_layers:
sub.operator("mask.layer_move", icon='TRIA_UP', text="").direction = 'UP'
sub.operator("mask.layer_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
layout.prop(active_layer, "name")
# blending
row = layout.row(align=True)
row.prop(active_layer, "alpha")

@ -87,7 +87,6 @@ class PHYSICS_PT_dynamic_paint(PhysicButtonsPanel, Panel):
col.operator("dpaint.surface_slot_remove", icon='ZOOMOUT', text="")
if surface:
layout.prop(surface, "name")
layout.prop(surface, "surface_format")
col = layout.column()

@ -58,17 +58,13 @@ class RENDERLAYER_PT_layers(RenderLayerButtonsPanel, Panel):
row = layout.row()
col = row.column()
col.template_list("RENDERLAYER_UL_renderlayers", "", rd, "layers", rd.layers, "active_index", rows=1)
col.template_list("RENDERLAYER_UL_renderlayers", "", rd, "layers", rd.layers, "active_index", rows=2)
col = row.column(align=True)
col.operator("scene.render_layer_add", icon='ZOOMIN', text="")
col.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
row = layout.row()
rl = rd.layers.active
if rl:
row.prop(rl, "name")
row.prop(rd, "use_single_layer", text="", icon_only=True)
col = row.column()
sub = col.column(align=True)
sub.operator("scene.render_layer_add", icon='ZOOMIN', text="")
sub.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
col.prop(rd, "use_single_layer", text="", icon_only=True)
class RENDERLAYER_PT_layer_options(RenderLayerButtonsPanel, Panel):

@ -506,10 +506,6 @@ class CLIP_PT_objects(CLIP_PT_clip_view_panel, Panel):
sub.operator("clip.tracking_object_new", icon='ZOOMIN', text="")
sub.operator("clip.tracking_object_remove", icon='ZOOMOUT', text="")
active = tracking.objects.active
if active:
layout.prop(active, "name")
class CLIP_PT_track(CLIP_PT_tracking_panel, Panel):
bl_space_type = 'CLIP_EDITOR'