Fix uilists showing data names translated (reported on bf-translations ML by Satoshi Yamasaki aka yamyam, thanks!).

This commit is contained in:
Bastien Montagne
2013-02-08 16:01:21 +00:00
parent 32a6a3eb63
commit 23aa0c9067
10 changed files with 36 additions and 40 deletions

View File

@@ -31,7 +31,8 @@ class MATERIAL_UL_matslots_example(bpy.types.UIList):
# You should always start your row layout by a label (icon + text), this will also make the row easily
# selectable in the list!
# We use icon_value of label, as our given icon is an integer value, not an enum ID.
layout.label(ma.name if ma else "", icon_value=icon)
# Note "data" names should never be translated!
layout.label(text=ma.name if ma else "", 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:
@@ -39,15 +40,15 @@ class MATERIAL_UL_matslots_example(bpy.types.UIList):
if manode:
# The static method UILayout.icon returns the integer value of the icon ID "computed" for the given
# RNA object.
layout.label("Node %s" % manode.name, icon_value=layout.icon(manode))
layout.label(text="Node %s" % manode.name, translate=False, icon_value=layout.icon(manode))
elif ma.use_nodes:
layout.label("Node <none>")
layout.label(text="Node <none>", translate=False)
else:
layout.label("")
layout.label(text="")
# 'GRID' layout type should be as compact as possible (typically a single icon!).
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label("", icon_value=icon)
layout.label(text="", icon_value=icon)
# And now we can use this list everywhere in Blender. Here is a small example panel.