protected void OnPaintCell(PaintEventArgs e, int row, int column, Rectangle cellRect)
{
if (this.TableModel == null || this.ColumnModel == null)
{
return;
}
var currentCell = this.TableModel[row, column];
var currentRow = this.TableModel.Rows[row];
var currentColumn = this.ColumnModel.Columns[column];
if (currentColumn == null)
{
return;
}
// get the renderer for the cells column
ICellRenderer renderer = currentColumn.Renderer;
if (renderer == null)
{
// get the default renderer for the column
renderer = this.ColumnModel.GetCellRenderer(currentColumn.GetDefaultRendererName());
}
// if the renderer is still null (which it shouldn't)
// the get out of here
if (renderer == null)
{
return;
}
////////////
// Adjust the rectangle for this cell to include any cells that it colspans over
Rectangle realRect = cellRect;
var pcea = new PaintCellEventArgs(e.Graphics, realRect);
bool isEnabled = false;
bool isEditable = false;
if (currentCell != null)
{
isEditable = currentCell.Editable && currentRow.Editable && currentColumn.Editable;
isEnabled = currentCell.Enabled && currentRow.Enabled && currentColumn.Enabled;
if (currentCell.ColSpan > 1)
{
int width = this.GetColumnWidth(column, currentCell);
realRect = new Rectangle(cellRect.X, cellRect.Y, width, cellRect.Height);
}
if (currentCell.ImageSizeMode == ImageSizeMode.NoClip)
{
pcea.Graphics.SetClip(e.ClipRectangle);
}
else
{
pcea.Graphics.SetClip(Rectangle.Intersect(e.ClipRectangle, realRect));
}
}
if (column < currentRow.Cells.Count)
{
// is the cell selected
bool isSelected = false;
if (this.FullRowSelect)
{
isSelected = this.TableModel.Selections.IsRowSelected(row);
}
else
{
if (this.SelectionStyle == SelectionStyle.ListView)
{
if (this.TableModel.Selections.IsRowSelected(row) && this.ColumnModel.PreviousVisibleColumn(column) == -1)
{
isSelected = true;
}
}
else if (this.SelectionStyle == SelectionStyle.Grid)
{
if (this.TableModel.Selections.IsCellSelected(row, column))
{
isSelected = true;
}
}
}
// draw the cell
pcea.SetCell(currentCell);
pcea.SetRow(row);
pcea.SetColumn(column);
pcea.SetTable(this);
pcea.SetSelected(isSelected);
pcea.SetFocused(this.Focused && this.FocusedCell.Row == row && this.FocusedCell.Column == column);
pcea.SetSorted(column == this.lastSortedColumn);
pcea.SetEditable(isEditable);
pcea.SetEnabled(isEnabled);
pcea.SetCellRect(realRect);
}
else
{
// there isn't a cell for this column, so send a
// null value for the cell and the renderer will
// take care of the rest (it should draw an empty cell)
pcea.SetCell(null);
pcea.SetRow(row);
pcea.SetColumn(column);
pcea.SetTable(this);
pcea.SetSelected(false);
pcea.SetFocused(false);
pcea.SetSorted(false);
pcea.SetEditable(false);
pcea.SetEnabled(false);
pcea.SetCellRect(realRect);
}
// let the user get the first crack at painting the cell
this.OnBeforePaintCell(pcea);
// only send to the renderer if the user hasn't
// set the handled property
if (!pcea.Handled)
{
renderer.OnPaintCell(pcea);
}
// let the user have another go
this.OnAfterPaintCell(pcea);
}