Fix table cellpadding
--HG-- branch : html-table-rendering
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parent
a898d833eb
commit
2de4315027
1 changed files with 14 additions and 14 deletions
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@ -937,10 +937,10 @@ namespace NLGUI
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}
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}
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cell->setX(currentX);
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cell->setW(_Columns[column].Width);
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cell->setX(currentX - CellPadding);
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cell->setW(_Columns[column].Width + CellPadding*2);
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cell->Group->setX(alignmentX+cell->LeftMargin);
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cell->Group->setX(alignmentX + cell->LeftMargin + CellPadding);
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cell->Group->setW(_Columns[column].Width - widthReduceX);
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cell->Group->CInterfaceElement::updateCoords();
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@ -989,9 +989,9 @@ namespace NLGUI
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}
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}
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cell->setY(currentY);
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cell->setH (_Rows[row].Height);
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cell->Group->setY(-alignmentY);
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cell->setY(currentY + CellPadding);
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cell->setH (_Rows[row].Height + 2*CellPadding);
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cell->Group->setY(-(alignmentY + CellPadding));
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}
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// Resize the table
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@ -1179,7 +1179,7 @@ namespace NLGUI
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if (!_Columns.empty() && !_Rows.empty() && BgColor.A)
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{
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sint32 border = Border + CellSpacing + CellPadding;
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sint32 border = Border + CellSpacing;
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if (border)
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{
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CRGBA finalColor;
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@ -1197,20 +1197,20 @@ namespace NLGUI
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rVR.drawRotFlipBitmap (_RenderLayer, _XReal+_WReal-border, _YReal+border, border, insideHeight, 0, false, rVR.getBlankTextureId(), finalColor);
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// Draw the inside borders
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sint32 insideWidth = 2*CellPadding + CellSpacing;
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sint32 insideWidth = CellSpacing;
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if (insideWidth)
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{
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// Draw the inside verticals
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uint i;
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sint32 x = _XReal + _Columns[0].Width + border;
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sint32 x = _XReal + border + _Columns[0].Width + 2*CellPadding;
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for (i=1; i<_Columns.size(); i++)
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{
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rVR.drawRotFlipBitmap (_RenderLayer, x, _YReal+border, insideWidth, insideHeight, 0, false, rVR.getBlankTextureId(), finalColor);
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x += _Columns[i].Width + insideWidth;
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x += _Columns[i].Width + 2*CellPadding + insideWidth;
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}
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// Draw the inside horizontals
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sint32 y = _YReal + _HReal - border - _Rows[0].Height;
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sint32 y = _YReal + _HReal - border - _Rows[0].Height - 2*CellPadding;
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if (_Rows[0].Height != 0)
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{
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y -= insideWidth;
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@ -1223,10 +1223,10 @@ namespace NLGUI
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{
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for (j=0; j<_Columns.size(); j++)
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{
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rVR.drawRotFlipBitmap (_RenderLayer, x, y, _Columns[j].Width, insideWidth, 0, false, rVR.getBlankTextureId(), finalColor);
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x += _Columns[j].Width + insideWidth;
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rVR.drawRotFlipBitmap (_RenderLayer, x, y, _Columns[j].Width + 2*CellPadding, insideWidth, 0, false, rVR.getBlankTextureId(), finalColor);
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x += _Columns[j].Width + 2*CellPadding + insideWidth;
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}
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y -= _Rows[i].Height+ insideWidth;
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y -= _Rows[i].Height + insideWidth + 2*CellPadding;
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}
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}
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}
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