UI: Use property split in UV editor panels

This is not an exhaustive change, just for the 2D cursor and
UDIM grid properties. Also vertically align the "UV Vertex"
buttons like in the 3D view panels.
This commit is contained in:
Hans Goudey 2020-09-18 14:37:33 -05:00
parent a13b14b67d
commit 05c57dc563
2 changed files with 11 additions and 7 deletions

View File

@ -1480,10 +1480,11 @@ class IMAGE_PT_uv_cursor(Panel):
sima = context.space_data
col = layout.column()
layout.use_property_split = True
layout.use_property_decorate = False
col = layout.column()
col.prop(sima, "cursor_location", text="Cursor Location")
col.prop(sima, "cursor_location", text="Location")
class IMAGE_PT_udim_grid(Panel):
@ -1504,6 +1505,9 @@ class IMAGE_PT_udim_grid(Panel):
sima = context.space_data
uvedit = sima.uv_editor
layout.use_property_split = True
layout.use_property_decorate = False
col = layout.column()
col.prop(uvedit, "tile_grid_shape", text="Grid Shape")

View File

@ -137,7 +137,6 @@ static void uvedit_vertex_buttons(const bContext *C, uiBlock *block)
Scene *scene = CTX_data_scene(C);
float center[2];
int imx, imy, step, digits;
float width = 8 * UI_UNIT_X;
uint objects_len = 0;
Object **objects = BKE_view_layer_array_from_objects_in_edit_mode_unique_data_with_uvs(
CTX_data_view_layer(C), CTX_wm_view3d(C), &objects_len);
@ -177,14 +176,15 @@ static void uvedit_vertex_buttons(const bContext *C, uiBlock *block)
uiBut *but;
int y = 0;
UI_block_align_begin(block);
but = uiDefButF(block,
UI_BTYPE_NUM,
B_UVEDIT_VERTEX,
IFACE_("X:"),
0,
0,
width,
y -= UI_UNIT_Y,
200,
UI_UNIT_Y,
&uvedit_old_center[0],
UNPACK2(range_xy[0]),
@ -197,9 +197,9 @@ static void uvedit_vertex_buttons(const bContext *C, uiBlock *block)
UI_BTYPE_NUM,
B_UVEDIT_VERTEX,
IFACE_("Y:"),
width,
0,
width,
y -= UI_UNIT_Y,
200,
UI_UNIT_Y,
&uvedit_old_center[1],
UNPACK2(range_xy[1]),