/// <summary>
/// Paints the Cell at the specified row and column indexes
/// </summary>
/// <param name="e">A PaintEventArgs that contains the event data</param>
/// <param name="row">The index of the row that contains the cell to be painted</param>
/// <param name="column">The index of the column that contains the cell to be painted</param>
/// <param name="cellRect">The bounding Rectangle of the Cell</param>
protected void OnPaintCell(PaintEventArgs e, int row, int column, Rectangle cellRect)
{
if (row == 0 && column == 1)
{
column = 1;
}
// get the renderer for the cells column
ICellRenderer renderer = this.ColumnModel.Columns[column].Renderer;
if (renderer == null)
{
// get the default renderer for the column
renderer = this.ColumnModel.GetCellRenderer(this.ColumnModel.Columns[column].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;
Cell thisCell = this.TableModel[row, column];
if (thisCell != null && thisCell.ColSpan > 1)
{
int width = this.GetColumnWidth(column, thisCell);
realRect = new Rectangle(cellRect.X, cellRect.Y, width, cellRect.Height);
}
////////////
PaintCellEventArgs pcea = new PaintCellEventArgs(e.Graphics, realRect);
pcea.Graphics.SetClip(Rectangle.Intersect(e.ClipRectangle, realRect));
if (column < this.TableModel.Rows[row].Cells.Count)
{
// is the cell selected
bool selected = false;
if (this.FullRowSelect)
{
selected = this.TableModel.Selections.IsRowSelected(row);
}
else
{
if (this.SelectionStyle == SelectionStyle.ListView)
{
if (this.TableModel.Selections.IsRowSelected(row) && this.ColumnModel.PreviousVisibleColumn(column) == -1)
{
selected = true;
}
}
else if (this.SelectionStyle == SelectionStyle.Grid)
{
if (this.TableModel.Selections.IsCellSelected(row, column))
{
selected = true;
}
}
}
//
bool editable = this.TableModel[row, column].Editable && this.TableModel.Rows[row].Editable && this.ColumnModel.Columns[column].Editable;
bool enabled = this.TableModel[row, column].Enabled && this.TableModel.Rows[row].Enabled && this.ColumnModel.Columns[column].Enabled;
// draw the cell
pcea.SetCell(this.TableModel[row, column]);
pcea.SetRow(row);
pcea.SetColumn(column);
pcea.SetTable(this);
pcea.SetSelected(selected);
pcea.SetFocused(this.Focused && this.FocusedCell.Row == row && this.FocusedCell.Column == column);
pcea.SetSorted(column == this.lastSortedColumn);
pcea.SetEditable(editable);
pcea.SetEnabled(enabled);
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);
}