Render table with rowspan, colspan.
Borders, if enabled, adds +1 to cell padding. --HG-- branch : html-table-rendering
This commit is contained in:
parent
a53b9305a2
commit
799705b7ed
2 changed files with 134 additions and 71 deletions
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@ -80,6 +80,7 @@ namespace NLGUI
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sint32 ColSpan;
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sint32 ColSpan;
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sint32 RowSpan;
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sint32 RowSpan;
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sint32 TableColumnIndex;
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// The min height of the cell
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// The min height of the cell
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sint32 Height;
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sint32 Height;
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@ -194,13 +195,14 @@ namespace NLGUI
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WidthMax = 0;
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WidthMax = 0;
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WidthWanted = 0;
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WidthWanted = 0;
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TableRatio = 0;
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TableRatio = 0;
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Height = 0;
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RowSpan = 1;
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}
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}
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sint32 Width;
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sint32 Width;
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sint32 Height;
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sint32 Height;
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sint32 WidthWanted;
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sint32 WidthWanted;
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sint32 WidthMax;
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sint32 WidthMax;
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float TableRatio;
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float TableRatio;
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sint32 RowSpan;
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};
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};
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// Table row
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// Table row
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@ -46,6 +46,7 @@ namespace NLGUI
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Height = 0;
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Height = 0;
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ColSpan = 1;
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ColSpan = 1;
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RowSpan = 1;
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RowSpan = 1;
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TableColumnIndex = 0;
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Group = new CInterfaceGroup(CViewBase::TCtorParam());
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Group = new CInterfaceGroup(CViewBase::TCtorParam());
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Align = Left;
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Align = Left;
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VAlign = Top;
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VAlign = Top;
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@ -618,7 +619,7 @@ namespace NLGUI
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TableRatio = 0.f;
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TableRatio = 0.f;
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ForceWidthMin = 0;
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ForceWidthMin = 0;
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Border=0;
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Border=0;
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BorderColor = CRGBA(127, 127, 127, 255);
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BorderColor = CRGBA(32, 32, 32, 255);
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CellPadding=0;
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CellPadding=0;
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CellSpacing=0;
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CellSpacing=0;
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ContinuousUpdate = false;
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ContinuousUpdate = false;
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@ -752,35 +753,75 @@ namespace NLGUI
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// New cell ?
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// New cell ?
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if (cell->NewLine)
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if (cell->NewLine)
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{
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while (column < _Columns.size())
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{
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if (_Columns[column].RowSpan > 1)
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_Columns[column].RowSpan--;
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column++;
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}
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column = 0;
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column = 0;
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}
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// Resize the array
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// Resize the array
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if (column>=_Columns.size())
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if (column>=_Columns.size())
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_Columns.resize(column+1);
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_Columns.resize(column+1);
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// Handle rowspan from previous row
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while (_Columns[column].RowSpan > 1)
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{
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_Columns[column].RowSpan--;
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column++;
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// if previous row had less <TD> elements, then we missing columns
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if (column>=_Columns.size())
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_Columns.resize(column+1);
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}
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// remember column index for later use
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cell->TableColumnIndex = column;
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// new column, set rowspan from current <TD>
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_Columns[column].RowSpan = cell->RowSpan;
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float colspan = 1.f / cell->ColSpan;
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float rowspan = 1.f / cell->RowSpan;
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// Update sizes
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// Update sizes
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if (cellWidth > _Columns[column].Width)
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if (cellWidth*colspan > _Columns[column].Width)
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_Columns[column].Width = cellWidth;
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_Columns[column].Width = cellWidth*colspan;
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if (cell->WidthMax > _Columns[column].WidthMax)
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if (cell->WidthMax*colspan > _Columns[column].WidthMax)
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_Columns[column].WidthMax = cell->WidthMax;
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_Columns[column].WidthMax = cell->WidthMax*colspan;
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if (cell->TableRatio > _Columns[column].TableRatio)
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if (cell->TableRatio*colspan > _Columns[column].TableRatio)
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_Columns[column].TableRatio = cell->TableRatio;
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_Columns[column].TableRatio = cell->TableRatio*colspan;
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if (cell->WidthWanted + additionnalWidth > _Columns[column].WidthWanted)
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if (cell->WidthWanted*colspan + additionnalWidth > _Columns[column].WidthWanted)
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_Columns[column].WidthWanted = cell->WidthWanted + additionnalWidth;
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_Columns[column].WidthWanted = (sint32)(cell->WidthWanted*colspan) + additionnalWidth;
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if (cell->Height > _Columns[column].Height)
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_Columns[column].Height = cell->Height;
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if (_Columns[column].WidthWanted + additionnalWidth)
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if (_Columns[column].WidthWanted + additionnalWidth)
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_Columns[column].WidthMax = _Columns[column].WidthWanted + additionnalWidth;
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_Columns[column].WidthMax = _Columns[column].WidthWanted + additionnalWidth;
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if (_Columns[column].WidthWanted > _Columns[column].Width)
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if (_Columns[column].WidthWanted > _Columns[column].Width)
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_Columns[column].Width = _Columns[column].WidthWanted;
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_Columns[column].Width = _Columns[column].WidthWanted;
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if (cell->ColSpan > 1) {
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// copy this info to all spanned columns, create new columns as needed
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uint newsize = column + cell->ColSpan - 1;
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if (newsize >= _Columns.size())
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_Columns.resize(newsize+1);
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for(uint span = 0; span < cell->ColSpan -1; span++){
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column++;
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_Columns[column].Width = _Columns[column-1].Width;
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_Columns[column].WidthMax = _Columns[column-1].WidthMax;
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_Columns[column].TableRatio = _Columns[column-1].TableRatio;
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_Columns[column].WidthWanted = _Columns[column-1].WidthWanted;
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_Columns[column].RowSpan = _Columns[column-1].RowSpan;
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}
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}
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// Next column
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// Next column
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column++;
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column++;
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}
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}
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// Width of cells and table borders
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// Width of cells and table borders
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sint32 borderWidth = 2*Border + ((sint32)_Columns.size()+1) * CellSpacing + ((sint32)_Columns.size()*2) * CellPadding;
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sint32 padding = CellPadding + (Border ? 1 : 0);
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sint32 borderWidth = 2*Border + ((sint32)_Columns.size()+1) * CellSpacing + ((sint32)_Columns.size()*2) * padding;
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// Get the width
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// Get the width
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sint32 tableWidthMax = ForceWidthMin?ForceWidthMin:_LastParentW; // getWReal();
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sint32 tableWidthMax = ForceWidthMin?ForceWidthMin:_LastParentW; // getWReal();
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@ -862,7 +903,6 @@ namespace NLGUI
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// Some space ?
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// Some space ?
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space = finalWidth - tableWidth;
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space = finalWidth - tableWidth;
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if (space > 0)
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if (space > 0)
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{
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{
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// Then add in wanted Width cells
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// Then add in wanted Width cells
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@ -952,6 +992,18 @@ namespace NLGUI
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}
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}
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}
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}
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}
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}
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// If there is still space left, then sum up column widths
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// and add all the remaining space to final column.
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if (space > 0)
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{
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sint32 innerWidth = 0;
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for(i=0;i<_Columns.size();i++)
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innerWidth += _Columns[i].Width;
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if (innerWidth > 0 && finalWidth > innerWidth)
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_Columns[_Columns.size()-1].Width += finalWidth - innerWidth;
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}
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}
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}
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}
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}
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}
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}
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@ -962,7 +1014,8 @@ namespace NLGUI
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column = 0;
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column = 0;
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sint32 row = 0;
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sint32 row = 0;
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sint32 currentX = Border + CellSpacing + CellPadding;
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sint32 currentX = Border + CellSpacing + padding;
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_Rows.clear ();
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_Rows.clear ();
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for (i=0; i<_Cells.size(); i++)
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for (i=0; i<_Cells.size(); i++)
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{
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{
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@ -971,25 +1024,41 @@ namespace NLGUI
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if (cell->NewLine)
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if (cell->NewLine)
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{
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{
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column = 0;
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column = 0;
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currentX = Border + CellSpacing + CellPadding;
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currentX = Border + CellSpacing + padding;
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_Rows.push_back(CRow());
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_Rows.push_back(CRow());
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}
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}
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if (cell->TableColumnIndex > 0)
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{
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// we have active rowspan, must add up 'skipped' columns
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for( ; column<cell->TableColumnIndex; column++)
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currentX += _Columns[column].Width + padding*2 + CellSpacing;
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}
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// Set the x and width
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// Set the x and width
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// Check align
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// Check align
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sint32 alignmentX = 0;
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sint32 alignmentX = 0;
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sint32 widthReduceX = 0;
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sint32 widthReduceX = 0;
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if (cell->WidthMax < _Columns[column].Width)
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sint32 columnWidth = _Columns[column].Width;
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if (cell->ColSpan > 1)
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{
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// scan ahead and add up column widths as they might be different
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for(int j = 1; j<cell->ColSpan; j++)
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columnWidth += CellSpacing + padding*2 + _Columns[column+j].Width;
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}
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if (cell->WidthMax < columnWidth)
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{
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{
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switch (cell->Align)
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switch (cell->Align)
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{
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{
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case CGroupCell::Center:
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case CGroupCell::Center:
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alignmentX = (_Columns[column].Width - cell->WidthMax) / 2;
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alignmentX = (columnWidth - cell->WidthMax) / 2;
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widthReduceX = alignmentX * 2;
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widthReduceX = alignmentX * 2;
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break;
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break;
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case CGroupCell::Right:
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case CGroupCell::Right:
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alignmentX = _Columns[column].Width - cell->WidthMax;
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alignmentX = columnWidth - cell->WidthMax;
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widthReduceX = alignmentX;
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widthReduceX = alignmentX;
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break;
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break;
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default:
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default:
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@ -997,11 +1066,11 @@ namespace NLGUI
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}
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}
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}
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}
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cell->setX(currentX - CellPadding);
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cell->setX(currentX - padding);
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cell->setW(_Columns[column].Width + CellPadding*2);
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cell->setW(columnWidth + padding*2);
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cell->Group->setX(alignmentX + cell->LeftMargin + CellPadding);
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cell->Group->setX(alignmentX + cell->LeftMargin + padding);
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cell->Group->setW(_Columns[column].Width - widthReduceX);
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cell->Group->setW(columnWidth - widthReduceX);
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cell->Group->CInterfaceElement::updateCoords();
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cell->Group->CInterfaceElement::updateCoords();
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// Update coords to get H
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// Update coords to get H
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@ -1009,16 +1078,17 @@ namespace NLGUI
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cell->Group->updateCoords();
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cell->Group->updateCoords();
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// Resize the row array
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// Resize the row array
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_Rows.back().Height = std::max(cell->Height, std::max(_Rows.back().Height, (sint32)cell->Group->getH()));
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float rowspan = 1 / cell->RowSpan;
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_Rows.back().Height = std::max((sint32)(cell->Height*rowspan), std::max(_Rows.back().Height, (sint32)(cell->Group->getH()*rowspan)));
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// Next column
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// Next column
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currentX += _Columns[column].Width + 2*CellPadding + CellSpacing;
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currentX += columnWidth + 2*padding + CellSpacing;
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column ++;
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column += cell->ColSpan;
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}
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}
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// Set cell Y
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// Set cell Y
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row = 0;
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row = 0;
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sint32 currentY = -(Border + CellSpacing + CellPadding);
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sint32 currentY = -(Border + CellSpacing + padding);
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for (i=0; i<_Cells.size(); i++)
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for (i=0; i<_Cells.size(); i++)
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{
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{
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// New cell ?
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// New cell ?
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@ -1027,37 +1097,45 @@ namespace NLGUI
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{
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{
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if (_Rows[row].Height != 0)
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if (_Rows[row].Height != 0)
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{
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{
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currentY -= _Rows[row].Height + 2*CellPadding + CellSpacing;
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currentY -= _Rows[row].Height + 2*padding + CellSpacing;
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}
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}
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row++;
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row++;
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}
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}
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// Check align
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// Check align
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sint32 alignmentY = 0;
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sint32 alignmentY = 0;
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if ((sint32)cell->Group->getH() < _Rows[row].Height)
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sint32 rowHeight = _Rows[row].Height;
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if (cell->RowSpan > 1)
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{
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// we need to scan down and add up row heights
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int k = std::min((sint32)_Rows.size(), row + cell->RowSpan);
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for(int j=row+1; j<k; j++)
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rowHeight += CellSpacing + padding*2 + _Rows[j].Height;
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}
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if ((sint32)cell->Group->getH() < rowHeight)
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{
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{
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switch (cell->VAlign)
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switch (cell->VAlign)
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{
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{
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case CGroupCell::Middle:
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case CGroupCell::Middle:
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alignmentY = (_Rows[row].Height - (sint32)cell->Group->getH()) / 2;
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alignmentY = (rowHeight - (sint32)cell->Group->getH()) / 2;
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break;
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break;
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case CGroupCell::Bottom:
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case CGroupCell::Bottom:
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alignmentY = _Rows[row].Height - (sint32)cell->Group->getH();
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alignmentY = rowHeight - (sint32)cell->Group->getH();
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break;
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break;
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default:
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default:
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break;
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break;
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}
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}
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}
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}
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cell->setY(currentY + CellPadding);
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cell->setY(currentY + padding);
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cell->setH (_Rows[row].Height + 2*CellPadding);
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cell->setH (rowHeight + 2*padding);
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cell->Group->setY(-(alignmentY + CellPadding));
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cell->Group->setY(-(alignmentY + padding));
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}
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}
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// Resize the table
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// Resize the table
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setW(finalWidth+borderWidth-_LastParentW);
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setW(finalWidth+borderWidth-_LastParentW);
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if (!_Rows.empty())
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if (!_Rows.empty())
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currentY -= _Rows[row].Height + CellPadding + CellSpacing + Border;
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currentY -= _Rows[row].Height + padding + CellSpacing + Border;
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setH(-currentY);
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setH(-currentY);
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// All done
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// All done
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@ -1246,53 +1324,35 @@ namespace NLGUI
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finalColor.modulateFromColor (BgColor, CWidgetManager::getInstance()->getGlobalColor());
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finalColor.modulateFromColor (BgColor, CWidgetManager::getInstance()->getGlobalColor());
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finalColor.A = CurrentAlpha;
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finalColor.A = CurrentAlpha;
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// Draw the top and bottom lines
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// Draw the top line
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CViewRenderer &rVR = *CViewRenderer::getInstance();
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CViewRenderer &rVR = *CViewRenderer::getInstance();
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rVR.drawRotFlipBitmap (_RenderLayer, _XReal, _YReal, _WReal, border, 0, false, rVR.getBlankTextureId(), finalColor);
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rVR.drawRotFlipBitmap (_RenderLayer, _XReal, _YReal-border+_HReal, _WReal, border, 0, false, rVR.getBlankTextureId(), finalColor);
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rVR.drawRotFlipBitmap (_RenderLayer, _XReal, _YReal-border+_HReal, _WReal, border, 0, false, rVR.getBlankTextureId(), finalColor);
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// Draw the left and right lines
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// Draw the left line
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sint32 insideHeight = std::max((sint32)0, (sint32)_HReal - (sint32)2*border);
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sint32 insideHeight = std::max((sint32)0, (sint32)_HReal - (sint32)border);
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rVR.drawRotFlipBitmap (_RenderLayer, _XReal, _YReal+border, border, insideHeight, 0, false, rVR.getBlankTextureId(), finalColor);
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rVR.drawRotFlipBitmap (_RenderLayer, _XReal, _YReal, border, insideHeight, 0, false, rVR.getBlankTextureId(), finalColor);
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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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// Draw the inside borders
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sint32 insideWidth = CellSpacing;
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if (CellSpacing)
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if (insideWidth)
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{
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{
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// Draw the inside verticals
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uint i;
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uint i;
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sint32 x = _XReal + border + _Columns[0].Width + 2*CellPadding;
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sint32 x, y;
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for (i=1; i<_Columns.size(); i++)
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for (i=0; i<_Cells.size(); i++)
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{
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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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CGroupCell *cell = _Cells[i];
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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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x = cell->getXReal();
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sint32 y = _YReal + _HReal - border - _Rows[0].Height - 2*CellPadding;
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y = cell->getYReal() - CellSpacing;
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if (_Rows[0].Height != 0)
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// right
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{
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rVR.drawRotFlipBitmap (_RenderLayer, x + cell->getW(), y, CellSpacing, cell->getH() + CellSpacing, 0, false, rVR.getBlankTextureId(), finalColor);
|
||||||
y -= insideWidth;
|
// bottom
|
||||||
}
|
rVR.drawRotFlipBitmap (_RenderLayer, x, y, cell->getW(), CellSpacing, 0, false, rVR.getBlankTextureId(), finalColor);
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
if (Border) {
|
}
|
||||||
|
if (Border)
|
||||||
|
{
|
||||||
CViewRenderer &rVR = *CViewRenderer::getInstance();
|
CViewRenderer &rVR = *CViewRenderer::getInstance();
|
||||||
|
|
||||||
CRGBA borderColorTL;
|
CRGBA borderColorTL;
|
||||||
|
@ -1305,7 +1365,8 @@ namespace NLGUI
|
||||||
borderColorBR.A = CurrentAlpha;
|
borderColorBR.A = CurrentAlpha;
|
||||||
|
|
||||||
// beveled table border
|
// beveled table border
|
||||||
for (sint32 i=0; i<Border; i++){
|
for (sint32 i=0; i<Border; i++)
|
||||||
|
{
|
||||||
// bottom, left, top, right
|
// 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, _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);
|
rVR.drawRotFlipBitmap (_RenderLayer, _XReal+i, _YReal+i, 1, _HReal-i*2, 0, false, rVR.getBlankTextureId(), borderColorTL);
|
||||||
|
|
Loading…
Reference in a new issue