mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-10 09:19:01 +00:00
Fix table cellpadding
This commit is contained in:
parent
ef1f8d997c
commit
80e2d7fa35
1 changed files with 14 additions and 14 deletions
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue