Fix table cellpadding

--HG--
branch : html-table-rendering
hg/feature/light_cycle
Nimetu 10 years ago
parent a898d833eb
commit 2de4315027

@ -937,10 +937,10 @@ namespace NLGUI
}
}
cell->setX(currentX);
cell->setW(_Columns[column].Width);
cell->setX(currentX - CellPadding);
cell->setW(_Columns[column].Width + CellPadding*2);
cell->Group->setX(alignmentX+cell->LeftMargin);
cell->Group->setX(alignmentX + cell->LeftMargin + CellPadding);
cell->Group->setW(_Columns[column].Width - widthReduceX);
cell->Group->CInterfaceElement::updateCoords();
@ -989,9 +989,9 @@ namespace NLGUI
}
}
cell->setY(currentY);
cell->setH (_Rows[row].Height);
cell->Group->setY(-alignmentY);
cell->setY(currentY + CellPadding);
cell->setH (_Rows[row].Height + 2*CellPadding);
cell->Group->setY(-(alignmentY + CellPadding));
}
// Resize the table
@ -1179,7 +1179,7 @@ namespace NLGUI
if (!_Columns.empty() && !_Rows.empty() && BgColor.A)
{
sint32 border = Border + CellSpacing + CellPadding;
sint32 border = Border + CellSpacing;
if (border)
{
CRGBA finalColor;
@ -1197,20 +1197,20 @@ namespace NLGUI
rVR.drawRotFlipBitmap (_RenderLayer, _XReal+_WReal-border, _YReal+border, border, insideHeight, 0, false, rVR.getBlankTextureId(), finalColor);
// Draw the inside borders
sint32 insideWidth = 2*CellPadding + CellSpacing;
sint32 insideWidth = CellSpacing;
if (insideWidth)
{
// Draw the inside verticals
uint i;
sint32 x = _XReal + _Columns[0].Width + border;
sint32 x = _XReal + border + _Columns[0].Width + 2*CellPadding;
for (i=1; i<_Columns.size(); i++)
{
rVR.drawRotFlipBitmap (_RenderLayer, x, _YReal+border, insideWidth, insideHeight, 0, false, rVR.getBlankTextureId(), finalColor);
x += _Columns[i].Width + insideWidth;
x += _Columns[i].Width + 2*CellPadding + insideWidth;
}
// Draw the inside horizontals
sint32 y = _YReal + _HReal - border - _Rows[0].Height;
sint32 y = _YReal + _HReal - border - _Rows[0].Height - 2*CellPadding;
if (_Rows[0].Height != 0)
{
y -= insideWidth;
@ -1223,10 +1223,10 @@ namespace NLGUI
{
for (j=0; j<_Columns.size(); j++)
{
rVR.drawRotFlipBitmap (_RenderLayer, x, y, _Columns[j].Width, insideWidth, 0, false, rVR.getBlankTextureId(), finalColor);
x += _Columns[j].Width + insideWidth;
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;
y -= _Rows[i].Height + insideWidth + 2*CellPadding;
}
}
}

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