mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-29 20:30:54 +00:00
Render table with rowspan, colspan.
Borders, if enabled, adds +1 to cell padding.
This commit is contained in:
parent
1af765330d
commit
56852c5a6b
2 changed files with 134 additions and 71 deletions
|
@ -80,6 +80,7 @@ namespace NLGUI
|
|||
|
||||
sint32 ColSpan;
|
||||
sint32 RowSpan;
|
||||
sint32 TableColumnIndex;
|
||||
|
||||
// The min height of the cell
|
||||
sint32 Height;
|
||||
|
@ -194,13 +195,14 @@ namespace NLGUI
|
|||
WidthMax = 0;
|
||||
WidthWanted = 0;
|
||||
TableRatio = 0;
|
||||
Height = 0;
|
||||
RowSpan = 1;
|
||||
}
|
||||
sint32 Width;
|
||||
sint32 Height;
|
||||
sint32 WidthWanted;
|
||||
sint32 WidthMax;
|
||||
float TableRatio;
|
||||
sint32 RowSpan;
|
||||
};
|
||||
|
||||
// Table row
|
||||
|
|
|
@ -46,6 +46,7 @@ namespace NLGUI
|
|||
Height = 0;
|
||||
ColSpan = 1;
|
||||
RowSpan = 1;
|
||||
TableColumnIndex = 0;
|
||||
Group = new CInterfaceGroup(CViewBase::TCtorParam());
|
||||
Align = Left;
|
||||
VAlign = Top;
|
||||
|
@ -618,7 +619,7 @@ namespace NLGUI
|
|||
TableRatio = 0.f;
|
||||
ForceWidthMin = 0;
|
||||
Border=0;
|
||||
BorderColor = CRGBA(127, 127, 127, 255);
|
||||
BorderColor = CRGBA(32, 32, 32, 255);
|
||||
CellPadding=0;
|
||||
CellSpacing=0;
|
||||
ContinuousUpdate = false;
|
||||
|
@ -752,35 +753,75 @@ namespace NLGUI
|
|||
|
||||
// New cell ?
|
||||
if (cell->NewLine)
|
||||
{
|
||||
while (column < _Columns.size())
|
||||
{
|
||||
if (_Columns[column].RowSpan > 1)
|
||||
_Columns[column].RowSpan--;
|
||||
column++;
|
||||
}
|
||||
column = 0;
|
||||
}
|
||||
|
||||
// Resize the array
|
||||
if (column>=_Columns.size())
|
||||
_Columns.resize(column+1);
|
||||
|
||||
// Handle rowspan from previous row
|
||||
while (_Columns[column].RowSpan > 1)
|
||||
{
|
||||
_Columns[column].RowSpan--;
|
||||
column++;
|
||||
// if previous row had less <TD> elements, then we missing columns
|
||||
if (column>=_Columns.size())
|
||||
_Columns.resize(column+1);
|
||||
}
|
||||
|
||||
// remember column index for later use
|
||||
cell->TableColumnIndex = column;
|
||||
|
||||
// new column, set rowspan from current <TD>
|
||||
_Columns[column].RowSpan = cell->RowSpan;
|
||||
float colspan = 1.f / cell->ColSpan;
|
||||
float rowspan = 1.f / cell->RowSpan;
|
||||
|
||||
// Update sizes
|
||||
if (cellWidth > _Columns[column].Width)
|
||||
_Columns[column].Width = cellWidth;
|
||||
if (cell->WidthMax > _Columns[column].WidthMax)
|
||||
_Columns[column].WidthMax = cell->WidthMax;
|
||||
if (cell->TableRatio > _Columns[column].TableRatio)
|
||||
_Columns[column].TableRatio = cell->TableRatio;
|
||||
if (cell->WidthWanted + additionnalWidth > _Columns[column].WidthWanted)
|
||||
_Columns[column].WidthWanted = cell->WidthWanted + additionnalWidth;
|
||||
if (cell->Height > _Columns[column].Height)
|
||||
_Columns[column].Height = cell->Height;
|
||||
if (cellWidth*colspan > _Columns[column].Width)
|
||||
_Columns[column].Width = cellWidth*colspan;
|
||||
if (cell->WidthMax*colspan > _Columns[column].WidthMax)
|
||||
_Columns[column].WidthMax = cell->WidthMax*colspan;
|
||||
if (cell->TableRatio*colspan > _Columns[column].TableRatio)
|
||||
_Columns[column].TableRatio = cell->TableRatio*colspan;
|
||||
if (cell->WidthWanted*colspan + additionnalWidth > _Columns[column].WidthWanted)
|
||||
_Columns[column].WidthWanted = (sint32)(cell->WidthWanted*colspan) + additionnalWidth;
|
||||
|
||||
if (_Columns[column].WidthWanted + additionnalWidth)
|
||||
_Columns[column].WidthMax = _Columns[column].WidthWanted + additionnalWidth;
|
||||
if (_Columns[column].WidthWanted > _Columns[column].Width)
|
||||
_Columns[column].Width = _Columns[column].WidthWanted;
|
||||
|
||||
if (cell->ColSpan > 1) {
|
||||
// copy this info to all spanned columns, create new columns as needed
|
||||
uint newsize = column + cell->ColSpan - 1;
|
||||
if (newsize >= _Columns.size())
|
||||
_Columns.resize(newsize+1);
|
||||
for(uint span = 0; span < cell->ColSpan -1; span++){
|
||||
column++;
|
||||
_Columns[column].Width = _Columns[column-1].Width;
|
||||
_Columns[column].WidthMax = _Columns[column-1].WidthMax;
|
||||
_Columns[column].TableRatio = _Columns[column-1].TableRatio;
|
||||
_Columns[column].WidthWanted = _Columns[column-1].WidthWanted;
|
||||
_Columns[column].RowSpan = _Columns[column-1].RowSpan;
|
||||
}
|
||||
}
|
||||
|
||||
// Next column
|
||||
column++;
|
||||
}
|
||||
|
||||
// Width of cells and table borders
|
||||
sint32 borderWidth = 2*Border + ((sint32)_Columns.size()+1) * CellSpacing + ((sint32)_Columns.size()*2) * CellPadding;
|
||||
sint32 padding = CellPadding + (Border ? 1 : 0);
|
||||
sint32 borderWidth = 2*Border + ((sint32)_Columns.size()+1) * CellSpacing + ((sint32)_Columns.size()*2) * padding;
|
||||
|
||||
// Get the width
|
||||
sint32 tableWidthMax = ForceWidthMin?ForceWidthMin:_LastParentW; // getWReal();
|
||||
|
@ -862,7 +903,6 @@ namespace NLGUI
|
|||
|
||||
// Some space ?
|
||||
space = finalWidth - tableWidth;
|
||||
|
||||
if (space > 0)
|
||||
{
|
||||
// Then add in wanted Width cells
|
||||
|
@ -952,6 +992,18 @@ namespace NLGUI
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If there is still space left, then sum up column widths
|
||||
// and add all the remaining space to final column.
|
||||
if (space > 0)
|
||||
{
|
||||
sint32 innerWidth = 0;
|
||||
for(i=0;i<_Columns.size();i++)
|
||||
innerWidth += _Columns[i].Width;
|
||||
|
||||
if (innerWidth > 0 && finalWidth > innerWidth)
|
||||
_Columns[_Columns.size()-1].Width += finalWidth - innerWidth;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -962,7 +1014,8 @@ namespace NLGUI
|
|||
|
||||
column = 0;
|
||||
sint32 row = 0;
|
||||
sint32 currentX = Border + CellSpacing + CellPadding;
|
||||
sint32 currentX = Border + CellSpacing + padding;
|
||||
|
||||
_Rows.clear ();
|
||||
for (i=0; i<_Cells.size(); i++)
|
||||
{
|
||||
|
@ -971,25 +1024,41 @@ namespace NLGUI
|
|||
if (cell->NewLine)
|
||||
{
|
||||
column = 0;
|
||||
currentX = Border + CellSpacing + CellPadding;
|
||||
currentX = Border + CellSpacing + padding;
|
||||
|
||||
_Rows.push_back(CRow());
|
||||
}
|
||||
|
||||
if (cell->TableColumnIndex > 0)
|
||||
{
|
||||
// we have active rowspan, must add up 'skipped' columns
|
||||
for( ; column<cell->TableColumnIndex; column++)
|
||||
currentX += _Columns[column].Width + padding*2 + CellSpacing;
|
||||
}
|
||||
|
||||
// Set the x and width
|
||||
|
||||
// Check align
|
||||
sint32 alignmentX = 0;
|
||||
sint32 widthReduceX = 0;
|
||||
if (cell->WidthMax < _Columns[column].Width)
|
||||
sint32 columnWidth = _Columns[column].Width;
|
||||
if (cell->ColSpan > 1)
|
||||
{
|
||||
// scan ahead and add up column widths as they might be different
|
||||
for(int j = 1; j<cell->ColSpan; j++)
|
||||
columnWidth += CellSpacing + padding*2 + _Columns[column+j].Width;
|
||||
}
|
||||
|
||||
if (cell->WidthMax < columnWidth)
|
||||
{
|
||||
switch (cell->Align)
|
||||
{
|
||||
case CGroupCell::Center:
|
||||
alignmentX = (_Columns[column].Width - cell->WidthMax) / 2;
|
||||
alignmentX = (columnWidth - cell->WidthMax) / 2;
|
||||
widthReduceX = alignmentX * 2;
|
||||
break;
|
||||
case CGroupCell::Right:
|
||||
alignmentX = _Columns[column].Width - cell->WidthMax;
|
||||
alignmentX = columnWidth - cell->WidthMax;
|
||||
widthReduceX = alignmentX;
|
||||
break;
|
||||
default:
|
||||
|
@ -997,11 +1066,11 @@ namespace NLGUI
|
|||
}
|
||||
}
|
||||
|
||||
cell->setX(currentX - CellPadding);
|
||||
cell->setW(_Columns[column].Width + CellPadding*2);
|
||||
cell->setX(currentX - padding);
|
||||
cell->setW(columnWidth + padding*2);
|
||||
|
||||
cell->Group->setX(alignmentX + cell->LeftMargin + CellPadding);
|
||||
cell->Group->setW(_Columns[column].Width - widthReduceX);
|
||||
cell->Group->setX(alignmentX + cell->LeftMargin + padding);
|
||||
cell->Group->setW(columnWidth - widthReduceX);
|
||||
cell->Group->CInterfaceElement::updateCoords();
|
||||
|
||||
// Update coords to get H
|
||||
|
@ -1009,16 +1078,17 @@ namespace NLGUI
|
|||
cell->Group->updateCoords();
|
||||
|
||||
// Resize the row array
|
||||
_Rows.back().Height = std::max(cell->Height, std::max(_Rows.back().Height, (sint32)cell->Group->getH()));
|
||||
float rowspan = 1 / cell->RowSpan;
|
||||
_Rows.back().Height = std::max((sint32)(cell->Height*rowspan), std::max(_Rows.back().Height, (sint32)(cell->Group->getH()*rowspan)));
|
||||
|
||||
// Next column
|
||||
currentX += _Columns[column].Width + 2*CellPadding + CellSpacing;
|
||||
column ++;
|
||||
currentX += columnWidth + 2*padding + CellSpacing;
|
||||
column += cell->ColSpan;
|
||||
}
|
||||
|
||||
// Set cell Y
|
||||
row = 0;
|
||||
sint32 currentY = -(Border + CellSpacing + CellPadding);
|
||||
sint32 currentY = -(Border + CellSpacing + padding);
|
||||
for (i=0; i<_Cells.size(); i++)
|
||||
{
|
||||
// New cell ?
|
||||
|
@ -1027,37 +1097,45 @@ namespace NLGUI
|
|||
{
|
||||
if (_Rows[row].Height != 0)
|
||||
{
|
||||
currentY -= _Rows[row].Height + 2*CellPadding + CellSpacing;
|
||||
currentY -= _Rows[row].Height + 2*padding + CellSpacing;
|
||||
}
|
||||
row++;
|
||||
}
|
||||
|
||||
// Check align
|
||||
sint32 alignmentY = 0;
|
||||
if ((sint32)cell->Group->getH() < _Rows[row].Height)
|
||||
sint32 rowHeight = _Rows[row].Height;
|
||||
if (cell->RowSpan > 1)
|
||||
{
|
||||
// we need to scan down and add up row heights
|
||||
int k = std::min((sint32)_Rows.size(), row + cell->RowSpan);
|
||||
for(int j=row+1; j<k; j++)
|
||||
rowHeight += CellSpacing + padding*2 + _Rows[j].Height;
|
||||
}
|
||||
if ((sint32)cell->Group->getH() < rowHeight)
|
||||
{
|
||||
switch (cell->VAlign)
|
||||
{
|
||||
case CGroupCell::Middle:
|
||||
alignmentY = (_Rows[row].Height - (sint32)cell->Group->getH()) / 2;
|
||||
alignmentY = (rowHeight - (sint32)cell->Group->getH()) / 2;
|
||||
break;
|
||||
case CGroupCell::Bottom:
|
||||
alignmentY = _Rows[row].Height - (sint32)cell->Group->getH();
|
||||
alignmentY = rowHeight - (sint32)cell->Group->getH();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
cell->setY(currentY + CellPadding);
|
||||
cell->setH (_Rows[row].Height + 2*CellPadding);
|
||||
cell->Group->setY(-(alignmentY + CellPadding));
|
||||
cell->setY(currentY + padding);
|
||||
cell->setH (rowHeight + 2*padding);
|
||||
cell->Group->setY(-(alignmentY + padding));
|
||||
}
|
||||
|
||||
// Resize the table
|
||||
setW(finalWidth+borderWidth-_LastParentW);
|
||||
if (!_Rows.empty())
|
||||
currentY -= _Rows[row].Height + CellPadding + CellSpacing + Border;
|
||||
currentY -= _Rows[row].Height + padding + CellSpacing + Border;
|
||||
setH(-currentY);
|
||||
|
||||
// All done
|
||||
|
@ -1246,53 +1324,35 @@ namespace NLGUI
|
|||
finalColor.modulateFromColor (BgColor, CWidgetManager::getInstance()->getGlobalColor());
|
||||
finalColor.A = CurrentAlpha;
|
||||
|
||||
// Draw the top and bottom lines
|
||||
// Draw the top line
|
||||
CViewRenderer &rVR = *CViewRenderer::getInstance();
|
||||
rVR.drawRotFlipBitmap (_RenderLayer, _XReal, _YReal, _WReal, border, 0, false, rVR.getBlankTextureId(), finalColor);
|
||||
rVR.drawRotFlipBitmap (_RenderLayer, _XReal, _YReal-border+_HReal, _WReal, border, 0, false, rVR.getBlankTextureId(), finalColor);
|
||||
|
||||
// Draw the left and right lines
|
||||
sint32 insideHeight = std::max((sint32)0, (sint32)_HReal - (sint32)2*border);
|
||||
rVR.drawRotFlipBitmap (_RenderLayer, _XReal, _YReal+border, border, insideHeight, 0, false, rVR.getBlankTextureId(), finalColor);
|
||||
rVR.drawRotFlipBitmap (_RenderLayer, _XReal+_WReal-border, _YReal+border, border, insideHeight, 0, false, rVR.getBlankTextureId(), finalColor);
|
||||
// Draw the left line
|
||||
sint32 insideHeight = std::max((sint32)0, (sint32)_HReal - (sint32)border);
|
||||
rVR.drawRotFlipBitmap (_RenderLayer, _XReal, _YReal, border, insideHeight, 0, false, rVR.getBlankTextureId(), finalColor);
|
||||
|
||||
// Draw the inside borders
|
||||
sint32 insideWidth = CellSpacing;
|
||||
if (insideWidth)
|
||||
if (CellSpacing)
|
||||
{
|
||||
// Draw the inside verticals
|
||||
uint i;
|
||||
sint32 x = _XReal + border + _Columns[0].Width + 2*CellPadding;
|
||||
for (i=1; i<_Columns.size(); i++)
|
||||
sint32 x, y;
|
||||
for (i=0; i<_Cells.size(); i++)
|
||||
{
|
||||
rVR.drawRotFlipBitmap (_RenderLayer, x, _YReal+border, insideWidth, insideHeight, 0, false, rVR.getBlankTextureId(), finalColor);
|
||||
x += _Columns[i].Width + 2*CellPadding + insideWidth;
|
||||
}
|
||||
CGroupCell *cell = _Cells[i];
|
||||
|
||||
// Draw the inside horizontals
|
||||
sint32 y = _YReal + _HReal - border - _Rows[0].Height - 2*CellPadding;
|
||||
if (_Rows[0].Height != 0)
|
||||
{
|
||||
y -= insideWidth;
|
||||
}
|
||||
for (i=1; i<_Rows.size(); i++)
|
||||
{
|
||||
uint j;
|
||||
x = _XReal + border;
|
||||
if (_Rows[i].Height != 0)
|
||||
{
|
||||
for (j=0; j<_Columns.size(); j++)
|
||||
{
|
||||
rVR.drawRotFlipBitmap (_RenderLayer, x, y, _Columns[j].Width + 2*CellPadding, insideWidth, 0, false, rVR.getBlankTextureId(), finalColor);
|
||||
x += _Columns[j].Width + 2*CellPadding + insideWidth;
|
||||
}
|
||||
y -= _Rows[i].Height + insideWidth + 2*CellPadding;
|
||||
}
|
||||
x = cell->getXReal();
|
||||
y = cell->getYReal() - CellSpacing;
|
||||
// right
|
||||
rVR.drawRotFlipBitmap (_RenderLayer, x + cell->getW(), y, CellSpacing, cell->getH() + CellSpacing, 0, false, rVR.getBlankTextureId(), finalColor);
|
||||
// bottom
|
||||
rVR.drawRotFlipBitmap (_RenderLayer, x, y, cell->getW(), CellSpacing, 0, false, rVR.getBlankTextureId(), finalColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Border) {
|
||||
}
|
||||
if (Border)
|
||||
{
|
||||
CViewRenderer &rVR = *CViewRenderer::getInstance();
|
||||
|
||||
CRGBA borderColorTL;
|
||||
|
@ -1305,7 +1365,8 @@ namespace NLGUI
|
|||
borderColorBR.A = CurrentAlpha;
|
||||
|
||||
// beveled table border
|
||||
for (sint32 i=0; i<Border; i++){
|
||||
for (sint32 i=0; i<Border; i++)
|
||||
{
|
||||
// bottom, left, top, right
|
||||
rVR.drawRotFlipBitmap (_RenderLayer, _XReal+i, _YReal+i, _WReal-i*2, 1, 0, false, rVR.getBlankTextureId(), borderColorBR);
|
||||
rVR.drawRotFlipBitmap (_RenderLayer, _XReal+i, _YReal+i, 1, _HReal-i*2, 0, false, rVR.getBlankTextureId(), borderColorTL);
|
||||
|
|
Loading…
Reference in a new issue